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	<title>Comments on: Zmask Rendering</title>
	<atom:link href="http://www.blendernation.com/2008/01/28/zmask-rendering/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2008/01/28/zmask-rendering/</link>
	<description>Fresh Blender News, Every Day</description>
	<pubDate>Wed, 08 Oct 2008 07:19:40 +0000</pubDate>
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		<item>
		<title>By: dlax</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-241688</link>
		<dc:creator>dlax</dc:creator>
		<pubDate>Wed, 30 Jan 2008 20:07:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-241688</guid>
		<description>Thank goodness!  I had to change the final composition of a past project because of the 'grass problem' (although there were rocks involved too).  This is exciting indeed...</description>
		<content:encoded><![CDATA[<p>Thank goodness!  I had to change the final composition of a past project because of the &#039;grass problem&#039; (although there were rocks involved too).  This is exciting indeed&#8230;</p>
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	<item>
		<title>By: Lee/LohnS</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240972</link>
		<dc:creator>Lee/LohnS</dc:creator>
		<pubDate>Tue, 29 Jan 2008 04:45:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240972</guid>
		<description>it doesnt look cool enough! i want t osee an amazing awesome example!


...............

ok enough ridicule =P This is gonna be so handy i've had trouble in the past putting characters amongst environments this will make it so much easier!

Praise Blendallah!</description>
		<content:encoded><![CDATA[<p>it doesnt look cool enough! i want t osee an amazing awesome example!</p>
<p>&#8230;&#8230;&#8230;&#8230;&#8230;</p>
<p>ok enough ridicule =P This is gonna be so handy i&#039;ve had trouble in the past putting characters amongst environments this will make it so much easier!</p>
<p>Praise Blendallah!</p>
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	<item>
		<title>By: PapaSmurf</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240950</link>
		<dc:creator>PapaSmurf</dc:creator>
		<pubDate>Tue, 29 Jan 2008 03:47:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240950</guid>
		<description>What's the difference between using Zmask and the ZCombine node? When should we use one over the other? I just downloaded the blend and hooked up a zcombine, and the results are different. The Zmask looks..better aliased. Does this solve that old problem with aliasing when something was way in front of something else and there was aliasing at the edge?</description>
		<content:encoded><![CDATA[<p>What&#039;s the difference between using Zmask and the ZCombine node? When should we use one over the other? I just downloaded the blend and hooked up a zcombine, and the results are different. The Zmask looks..better aliased. Does this solve that old problem with aliasing when something was way in front of something else and there was aliasing at the edge?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: blazer003</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240880</link>
		<dc:creator>blazer003</dc:creator>
		<pubDate>Tue, 29 Jan 2008 01:26:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240880</guid>
		<description>All of these new rendering tweaks are awesome.  I've loved playing with the new AO, and now I get to play with this.</description>
		<content:encoded><![CDATA[<p>All of these new rendering tweaks are awesome.  I&#039;ve loved playing with the new AO, and now I get to play with this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Apollos</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240837</link>
		<dc:creator>Apollos</dc:creator>
		<pubDate>Mon, 28 Jan 2008 23:55:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240837</guid>
		<description>Thank you Felix. I love it. =D</description>
		<content:encoded><![CDATA[<p>Thank you Felix. I love it. =D</p>
]]></content:encoded>
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	<item>
		<title>By: jim</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240836</link>
		<dc:creator>jim</dc:creator>
		<pubDate>Mon, 28 Jan 2008 23:50:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240836</guid>
		<description>this is great! i'd like to try this with complex scenes rendered out in other 3D apps where it would just be too processor intensive to import the files as obj/3ds whatever.. cool!</description>
		<content:encoded><![CDATA[<p>this is great! i&#039;d like to try this with complex scenes rendered out in other 3D apps where it would just be too processor intensive to import the files as obj/3ds whatever.. cool!</p>
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	<item>
		<title>By: Felix_Kütt</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240835</link>
		<dc:creator>Felix_Kütt</dc:creator>
		<pubDate>Mon, 28 Jan 2008 23:45:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240835</guid>
		<description>@Apollos: PyNodes?
http://wiki.blender.org/index.php/BlenderDev/PyNodes</description>
		<content:encoded><![CDATA[<p>@Apollos: PyNodes?<br />
<a href="http://wiki.blender.org/index.php/BlenderDev/PyNodes" rel="nofollow">http://wiki.blender.org/index.php/BlenderDev/PyNodes</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Apollos</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240814</link>
		<dc:creator>Apollos</dc:creator>
		<pubDate>Mon, 28 Jan 2008 22:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240814</guid>
		<description>Can anyone advise if these sorts of additions have the possibility of being implemented as plugins, even python scripts? Material and composite nodes, modifiers and constraints seem like good candidates for plugin architecture. Just wondering...</description>
		<content:encoded><![CDATA[<p>Can anyone advise if these sorts of additions have the possibility of being implemented as plugins, even python scripts? Material and composite nodes, modifiers and constraints seem like good candidates for plugin architecture. Just wondering&#8230;</p>
]]></content:encoded>
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	<item>
		<title>By: DramaKing</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240770</link>
		<dc:creator>DramaKing</dc:creator>
		<pubDate>Mon, 28 Jan 2008 20:34:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240770</guid>
		<description>I have to agree with Joat. This is an excellent new feature indeed.</description>
		<content:encoded><![CDATA[<p>I have to agree with Joat. This is an excellent new feature indeed.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Joat</title>
		<link>http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240764</link>
		<dc:creator>Joat</dc:creator>
		<pubDate>Mon, 28 Jan 2008 19:57:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/01/28/zmask-rendering/#comment-240764</guid>
		<description>Well, I actually am wow-ed. Think about the possibilities. When comping in live footage, for example. A very welcome addition.</description>
		<content:encoded><![CDATA[<p>Well, I actually am wow-ed. Think about the possibilities. When comping in live footage, for example. A very welcome addition.</p>
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