color sRGBtolin(color In) {
color Out;
float i;
float A = 1.0/12.92;
float B = 1.0/1.055;
for (i = 0; i < 3; i += 1) {
Out[i] = In[i] < 0.04045 ?
In[i] * A : pow((I[i] + 0.055) * B, 2.4);
}
return Out;
}
2009년 10월 5일 월요일
2009년 6월 19일 금요일
Shave Rib export for MTOR MotionBlur
Export time as : Seconds
Inherit Settings : Off
Shutter times as : Absolute
OffSet : 0,1
restore frame : on
Inherit Settings : Off
Shutter times as : Absolute
OffSet : 0,1
restore frame : on
2009년 6월 12일 금요일
Name of pre-declared geometric space
"current"
The co-ordinate system that all points start out in and the one in which lighting calculations are carried out. Note that the choice if current space may be different on each renderer.
"object"
The local co-ordinate system if the graphics primitives(sphere, plane, patch etc) that we are shading.
"shader"
The co-ordinate system active at the time that the shader was declared(by the Surface, Displacement or Lightsource statement)
"world"
The co-ordinate system active at WorldBegin
"camera"
The co-ordinate system with its origin at the centre of the camera lens, x-axis pointing right, y-axis pointing up and the z-axis pointing into the screen
"screen"
The perspective-corrected coordinate system of the camera's image plane. Co-ordinate (0,0) in "screen" space is looking along the z-axis of "camera" space
"raster"
The 2D projected space of the final output image, with units of pixels. Co-ordinate (0,0) in "screen" space is the upper-left corner of the image with x and y increasing to the right and down respectively
"NDC"
Normalised device coordinates- like raster space but normalised so that both x and y range from 0-1.
The co-ordinate system that all points start out in and the one in which lighting calculations are carried out. Note that the choice if current space may be different on each renderer.
"object"
The local co-ordinate system if the graphics primitives(sphere, plane, patch etc) that we are shading.
"shader"
The co-ordinate system active at the time that the shader was declared(by the Surface, Displacement or Lightsource statement)
"world"
The co-ordinate system active at WorldBegin
"camera"
The co-ordinate system with its origin at the centre of the camera lens, x-axis pointing right, y-axis pointing up and the z-axis pointing into the screen
"screen"
The perspective-corrected coordinate system of the camera's image plane. Co-ordinate (0,0) in "screen" space is looking along the z-axis of "camera" space
"raster"
The 2D projected space of the final output image, with units of pixels. Co-ordinate (0,0) in "screen" space is the upper-left corner of the image with x and y increasing to the right and down respectively
"NDC"
Normalised device coordinates- like raster space but normalised so that both x and y range from 0-1.
2009년 6월 11일 목요일
[Error]A60001 - Invalid object handle
ObjectBegin, ObjectEnd, ObjectInstance 사용시
A60001 - Invalid object handle error가 발생한다.
이는 SubdivisionMesh만 지원하는것 같기도하고 14.0의 버그인것 같기도한데...
14.3에서도 이와 같은 현상이 생긴다.
ArchiveBegin, ArchiveEnd, ReadArchive를 사용하는편이 더 좋은 방법이라고 한다.
A60001 - Invalid object handle error가 발생한다.
이는 SubdivisionMesh만 지원하는것 같기도하고 14.0의 버그인것 같기도한데...
14.3에서도 이와 같은 현상이 생긴다.
ArchiveBegin, ArchiveEnd, ReadArchive를 사용하는편이 더 좋은 방법이라고 한다.
2009년 3월 6일 금요일
2008년 10월 15일 수요일
2008년 10월 1일 수요일
Nabi 환경설정
/etc/X11/xinit/xinitrc.d/xinput.sh 에 추가
export GTK_IM_MODULE=xim
export XMODIFIERS="@im=nabi"
export XIM_PROGRAM="/usr/bin/nabi"
export XIM="nabi"
nabi &
UI : System > Preferences > More Preferences > Input Method
Never use input methods 선택
여러가지 설정방법이 있지만, 이방법이 제일 간단한듯...
export GTK_IM_MODULE=xim
export XMODIFIERS="@im=nabi"
export XIM_PROGRAM="/usr/bin/nabi"
export XIM="nabi"
nabi &
UI : System > Preferences > More Preferences > Input Method
Never use input methods 선택
여러가지 설정방법이 있지만, 이방법이 제일 간단한듯...
2008년 9월 30일 화요일
리눅스 한글 입력기 nabi
치명적인 버그라고나 할까....
nateon을 먼저 설치하고, libhangul, nabi를 설치하니 한글입력이 안됐었다.
nateon을 지우고 재부팅...
한글입력이 되는군요.
nateon을 먼저 설치하고, libhangul, nabi를 설치하니 한글입력이 안됐었다.
nateon을 지우고 재부팅...
한글입력이 되는군요.
2008년 9월 26일 금요일
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