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	<title>Comments on: How to render alpha maps in Blender 3D and YafaRay for architecture</title>
	<atom:link href="http://www.blender3darchitect.com/2009/09/how-to-render-alpha-maps-in-blender-3d-and-yafaray-for-architecture/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blender3darchitect.com/2009/09/how-to-render-alpha-maps-in-blender-3d-and-yafaray-for-architecture/</link>
	<description>Using Blender 3D for Architectural Visualization</description>
	<lastBuildDate>Sun, 07 Mar 2010 20:19:49 +0000</lastBuildDate>
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		<title>By: julien34</title>
		<link>http://www.blender3darchitect.com/2009/09/how-to-render-alpha-maps-in-blender-3d-and-yafaray-for-architecture/comment-page-1/#comment-7430</link>
		<dc:creator>julien34</dc:creator>
		<pubDate>Mon, 21 Sep 2009 15:32:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=715#comment-7430</guid>
		<description>Hi, just a note about shadows:
To have shadows cast correctly, you have to select &quot;transparent shadows&quot; in yafaray settings.
And if you want &quot;black&quot; shadows turn down the &quot;dvar&quot; factor in blender &quot;map to&quot; texture setting, otherwise instead of the shadow, you will have some sort &quot;decal&quot; of your texture (meaning the shadow is texture itself, with color and everything).

Thanks a lot for all your great tutorials.</description>
		<content:encoded><![CDATA[<p>Hi, just a note about shadows:<br />
To have shadows cast correctly, you have to select &#8220;transparent shadows&#8221; in yafaray settings.<br />
And if you want &#8220;black&#8221; shadows turn down the &#8220;dvar&#8221; factor in blender &#8220;map to&#8221; texture setting, otherwise instead of the shadow, you will have some sort &#8220;decal&#8221; of your texture (meaning the shadow is texture itself, with color and everything).</p>
<p>Thanks a lot for all your great tutorials.</p>
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	<item>
		<title>By: Ashworth</title>
		<link>http://www.blender3darchitect.com/2009/09/how-to-render-alpha-maps-in-blender-3d-and-yafaray-for-architecture/comment-page-1/#comment-7194</link>
		<dc:creator>Ashworth</dc:creator>
		<pubDate>Sun, 13 Sep 2009 20:00:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=715#comment-7194</guid>
		<description>I don&#039;t know if this has the same effect in Yafray but with the blender internal renderer click the &quot;Premul&quot;tiply button in the image input channel to let blender know that you want to exclusively use the alpha from the map and not from it&#039;s own internal alpha calculations.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know if this has the same effect in Yafray but with the blender internal renderer click the &#8220;Premul&#8221;tiply button in the image input channel to let blender know that you want to exclusively use the alpha from the map and not from it&#8217;s own internal alpha calculations.</p>
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	<item>
		<title>By: sfepa</title>
		<link>http://www.blender3darchitect.com/2009/09/how-to-render-alpha-maps-in-blender-3d-and-yafaray-for-architecture/comment-page-1/#comment-7136</link>
		<dc:creator>sfepa</dc:creator>
		<pubDate>Fri, 11 Sep 2009 13:16:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=715#comment-7136</guid>
		<description>it&#039;s ok. i didn&#039;t knew that thing and had no idea how to remove that black areas, and even what they are :)
here
http://img183.imageshack.us/img183/9854/n21mal.jpg
and here
http://img183.imageshack.us/img183/915/n23.jpg</description>
		<content:encoded><![CDATA[<p>it&#8217;s ok. i didn&#8217;t knew that thing and had no idea how to remove that black areas, and even what they are <img src='http://www.blender3darchitect.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
here<br />
<a href="http://img183.imageshack.us/img183/9854/n21mal.jpg" rel="nofollow">http://img183.imageshack.us/img183/9854/n21mal.jpg</a><br />
and here<br />
<a href="http://img183.imageshack.us/img183/915/n23.jpg" rel="nofollow">http://img183.imageshack.us/img183/915/n23.jpg</a></p>
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	<item>
		<title>By: Allan Brito</title>
		<link>http://www.blender3darchitect.com/2009/09/how-to-render-alpha-maps-in-blender-3d-and-yafaray-for-architecture/comment-page-1/#comment-7111</link>
		<dc:creator>Allan Brito</dc:creator>
		<pubDate>Thu, 10 Sep 2009 12:04:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=715#comment-7111</guid>
		<description>Good point sfepa! I totally forgot to mention that!</description>
		<content:encoded><![CDATA[<p>Good point sfepa! I totally forgot to mention that!</p>
]]></content:encoded>
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	<item>
		<title>By: Felix</title>
		<link>http://www.blender3darchitect.com/2009/09/how-to-render-alpha-maps-in-blender-3d-and-yafaray-for-architecture/comment-page-1/#comment-7108</link>
		<dc:creator>Felix</dc:creator>
		<pubDate>Thu, 10 Sep 2009 11:02:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=715#comment-7108</guid>
		<description>It seems that if there are visually overlapping &quot;flat-trees&quot;, for example a row beside the road. There will be artifacts like that one - http://img22.imageshack.us/i/yafaray20090910145524.png/

And the only way to solve them out is to increase raydepht. So it will be more rays then overlapping cases.

But still, great tutorial.</description>
		<content:encoded><![CDATA[<p>It seems that if there are visually overlapping &#8220;flat-trees&#8221;, for example a row beside the road. There will be artifacts like that one &#8211; <a href="http://img22.imageshack.us/i/yafaray20090910145524.png/" rel="nofollow">http://img22.imageshack.us/i/yafaray20090910145524.png/</a></p>
<p>And the only way to solve them out is to increase raydepht. So it will be more rays then overlapping cases.</p>
<p>But still, great tutorial.</p>
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	<item>
		<title>By: sfepa</title>
		<link>http://www.blender3darchitect.com/2009/09/how-to-render-alpha-maps-in-blender-3d-and-yafaray-for-architecture/comment-page-1/#comment-7107</link>
		<dc:creator>sfepa</dc:creator>
		<pubDate>Thu, 10 Sep 2009 06:28:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.blender3darchitect.com/?p=715#comment-7107</guid>
		<description>i think it is necessary to say that you have to increase ray depth value in render settings to avoid problems with visibility of the base planes when they are overlapping each other or reflecting in the glass.</description>
		<content:encoded><![CDATA[<p>i think it is necessary to say that you have to increase ray depth value in render settings to avoid problems with visibility of the base planes when they are overlapping each other or reflecting in the glass.</p>
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