<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Blender layers example.</title>
	<atom:link href="http://www.blendernation.com/blender-layers-example/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/blender-layers-example/</link>
	<description>Fresh Blender News, Every Day</description>
	<lastBuildDate>Sun, 22 Nov 2009 01:06:38 +0100</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.6</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: son</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-155301</link>
		<dc:creator>son</dc:creator>
		<pubDate>Fri, 14 Sep 2007 13:46:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-155301</guid>
		<description>i need blender demo...</description>
		<content:encoded><![CDATA[<p>i need blender demo&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: grafixsuz</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-42438</link>
		<dc:creator>grafixsuz</dc:creator>
		<pubDate>Mon, 22 Jan 2007 09:38:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-42438</guid>
		<description>Doh, double post....</description>
		<content:encoded><![CDATA[<p>Doh, double post&#8230;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: grafixsuz</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-42437</link>
		<dc:creator>grafixsuz</dc:creator>
		<pubDate>Mon, 22 Jan 2007 09:37:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-42437</guid>
		<description>p.s. BeBraw, thanks for your help! Sorry I should say &#039;Dank u zeer voor uw achter brekend werk!&#039; Hehe, seriously, thanks!</description>
		<content:encoded><![CDATA[<p>p.s. BeBraw, thanks for your help! Sorry I should say &#039;Dank u zeer voor uw achter brekend werk!&#039; Hehe, seriously, thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: grafixsuz</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-42436</link>
		<dc:creator>grafixsuz</dc:creator>
		<pubDate>Mon, 22 Jan 2007 09:36:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-42436</guid>
		<description>p.s. BeBraw, thanks for your help! Sorry I should say &#039;Dank u zeer voor uw achter brekend werk!&#039;</description>
		<content:encoded><![CDATA[<p>p.s. BeBraw, thanks for your help! Sorry I should say &#039;Dank u zeer voor uw achter brekend werk!&#039;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: grafixsuz</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-42434</link>
		<dc:creator>grafixsuz</dc:creator>
		<pubDate>Mon, 22 Jan 2007 09:33:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-42434</guid>
		<description>Well this is what babelfish came up with: Dank u zeer voor uw achter brekend werk! Don&#039;t know if it makes sense though... well anyway Ton here goes, Dank u zeer voor uw achter brekend werk!</description>
		<content:encoded><![CDATA[<p>Well this is what babelfish came up with: Dank u zeer voor uw achter brekend werk! Don&#039;t know if it makes sense though&#8230; well anyway Ton here goes, Dank u zeer voor uw achter brekend werk!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: BeBraw</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-42364</link>
		<dc:creator>BeBraw</dc:creator>
		<pubDate>Mon, 22 Jan 2007 07:35:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-42364</guid>
		<description>I tried the chef translator: http://www.cs.utexas.edu/~jbc/home/chef.html

I think Babelfish is much better though: http://babelfish.altavista.com/

Also there are online translator communities available I think.</description>
		<content:encoded><![CDATA[<p>I tried the chef translator: <a href="http://www.cs.utexas.edu/~jbc/home/chef.html" rel="nofollow">http://www.cs.utexas.edu/~jbc/home/chef.html</a></p>
<p>I think Babelfish is much better though: <a href="http://babelfish.altavista.com/" rel="nofollow">http://babelfish.altavista.com/</a></p>
<p>Also there are online translator communities available I think.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: grafixsuz</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-42320</link>
		<dc:creator>grafixsuz</dc:creator>
		<pubDate>Mon, 22 Jan 2007 01:15:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-42320</guid>
		<description>BeBraw-‘thunk yuoo fery mooch fur yuoor keeck ess vurk’ :D

Ohh is that how you say it? I always knew it would be spelled different, but never thought it would be pronounced the same! Wot do u noo!</description>
		<content:encoded><![CDATA[<p>BeBraw-‘thunk yuoo fery mooch fur yuoor keeck ess vurk’ :D</p>
<p>Ohh is that how you say it? I always knew it would be spelled different, but never thought it would be pronounced the same! Wot do u noo!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: RamboBaby</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-42106</link>
		<dc:creator>RamboBaby</dc:creator>
		<pubDate>Sun, 21 Jan 2007 09:06:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-42106</guid>
		<description>The set up isn&#039;t meant to be mindblowing. It&#039;s not even something that you would see in any real workflow. Come on, normals have been re-lit from 3 different directions. No one needs to tweek every pass every time. That&#039;s why the passes are configurable and include the option for a &quot;Combined&quot; pass. Bear in mind that this is a HIGHLY professional workflow which is ideally suited to teamwork in a production environment. I was just trying to spare some of you folks a bit of frustration in trying to figure out how to work with the files and they can save you a lot of time in the long run. 
As far as PhotoShop goes, I know that program like the back of my hand and there&#039;s no real comparison to be made between PS and the nodes compositor. With these files you can make local or global adjustments within the image the way you can in PS, but you can also apply time based effects which transition from pass to pass, threading in and out of the layers within the file. A good example of this type workflow would be to link specular flare to depth of field, rendered across multiple layers while applying other effects to the individual layers which affect them only, rather than the composition as a whole. 
And, as BeBraw mentioned, renderlayer based lighting via lightgroups is truly awesome and you don&#039;t need multilayer files to harness their power.
If you want to know what to do with the passes there is a description of how how they are created and what to do with (some of) them here:
http://blender.org/cms/Render_Passes.829.0.html</description>
		<content:encoded><![CDATA[<p>The set up isn&#039;t meant to be mindblowing. It&#039;s not even something that you would see in any real workflow. Come on, normals have been re-lit from 3 different directions. No one needs to tweek every pass every time. That&#039;s why the passes are configurable and include the option for a &#034;Combined&#034; pass. Bear in mind that this is a HIGHLY professional workflow which is ideally suited to teamwork in a production environment. I was just trying to spare some of you folks a bit of frustration in trying to figure out how to work with the files and they can save you a lot of time in the long run.<br />
As far as PhotoShop goes, I know that program like the back of my hand and there&#039;s no real comparison to be made between PS and the nodes compositor. With these files you can make local or global adjustments within the image the way you can in PS, but you can also apply time based effects which transition from pass to pass, threading in and out of the layers within the file. A good example of this type workflow would be to link specular flare to depth of field, rendered across multiple layers while applying other effects to the individual layers which affect them only, rather than the composition as a whole.<br />
And, as BeBraw mentioned, renderlayer based lighting via lightgroups is truly awesome and you don&#039;t need multilayer files to harness their power.<br />
If you want to know what to do with the passes there is a description of how how they are created and what to do with (some of) them here:<br />
<a href="http://blender.org/cms/Render_Passes.829.0.html" rel="nofollow">http://blender.org/cms/Render_Passes.829.0.html</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: BeBraw</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-41915</link>
		<dc:creator>BeBraw</dc:creator>
		<pubDate>Sat, 20 Jan 2007 15:00:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-41915</guid>
		<description>Just simply setting your basic three point lighting setup to be render layer based gives a lot more control than the standard way of tweaking. The downside of that is the longer render time but I think the good sides (render takes less memory and control) are worth it. Render passes and light groups are the way to go if you want even more control.

&#039;thunk yuoo fery mooch fur yuoor keeck ess vurk&#039; :D</description>
		<content:encoded><![CDATA[<p>Just simply setting your basic three point lighting setup to be render layer based gives a lot more control than the standard way of tweaking. The downside of that is the longer render time but I think the good sides (render takes less memory and control) are worth it. Render passes and light groups are the way to go if you want even more control.</p>
<p>&#039;thunk yuoo fery mooch fur yuoor keeck ess vurk&#039; :D</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: grafixsuz</title>
		<link>http://www.blendernation.com/blender-layers-example/comment-page-1/#comment-41897</link>
		<dc:creator>grafixsuz</dc:creator>
		<pubDate>Sat, 20 Jan 2007 14:16:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/01/19/blender-layers-example/#comment-41897</guid>
		<description>Well, XSI basically has a similar setup to that which TON has implemented into blender, and fair enough, nodes may not seem to be as easy to master or manage as the system you are referring to in photoshop, but by all accounts it is far more superior in been able to manage all your work at all levels of the process. regardless if your doing stills or animation. But I must say the setup they have above looks mind blowing if you are new to this sort of stuff. Other than that, great work guys, once again. 

 On another point, can someone tell mehow to say &#039;thank you very much for your kick ass work&#039; in Dutch? I can say it in Japanese (トンへ、影ひなたなく、働いて下さってありがとう！）but I am sure that won&#039;t have as much impact, and I personally feel like everytime Ton and the guys keep releasing new features that I find truely useful, well just for releasing blender to us for our enjoyment, and I can only reply &#039;thank you&#039; I sort of feel like I am repeating myself hundreds of times, and cheating them of the respect they deserve. So if someone can at least be kind enough to teach me that in Dutch I can then express my gratitude in more than one way.</description>
		<content:encoded><![CDATA[<p>Well, XSI basically has a similar setup to that which TON has implemented into blender, and fair enough, nodes may not seem to be as easy to master or manage as the system you are referring to in photoshop, but by all accounts it is far more superior in been able to manage all your work at all levels of the process. regardless if your doing stills or animation. But I must say the setup they have above looks mind blowing if you are new to this sort of stuff. Other than that, great work guys, once again. </p>
<p> On another point, can someone tell mehow to say &#039;thank you very much for your kick ass work&#039; in Dutch? I can say it in Japanese (トンへ、影ひなたなく、働いて下さってありがとう！）but I am sure that won&#039;t have as much impact, and I personally feel like everytime Ton and the guys keep releasing new features that I find truely useful, well just for releasing blender to us for our enjoyment, and I can only reply &#039;thank you&#039; I sort of feel like I am repeating myself hundreds of times, and cheating them of the respect they deserve. So if someone can at least be kind enough to teach me that in Dutch I can then express my gratitude in more than one way.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
