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ivanimanishi.blogspot.com

Ivan Imanishi's Blog

This site will mostly focus on my work, featuring whatever I'm working on at the moment and a few interesting things I've done in the past.

http://ivanimanishi.blogspot.com/

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Ivan Imanishi's Blog | ivanimanishi.blogspot.com Reviews
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This site will mostly focus on my work, featuring whatever I&#39;m working on at the moment and a few interesting things I&#39;ve done in the past.
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1 voxel fluid emitter
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4 labels fluids
5 highlight
6 maya api
7 work
8 massive maya integration
9 labels highlight
10 massive
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voxel fluid emitter,posted by,no comments,labels fluids,highlight,maya api,work,massive maya integration,labels highlight,massive,python,renderman studio,vzareafiller and vzgetpointfromuv,labels maya api,particles,td reel,reel,labels renderman,shader,lobo
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Ivan Imanishi's Blog | ivanimanishi.blogspot.com Reviews

https://ivanimanishi.blogspot.com

This site will mostly focus on my work, featuring whatever I&#39;m working on at the moment and a few interesting things I&#39;ve done in the past.

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ivanimanishi.blogspot.com ivanimanishi.blogspot.com
1

Ivan Imanishi's Blog: Crowd scenes with occlusion texture bake

http://ivanimanishi.blogspot.com/2008/09/crowd-scenes-with-occlusion-texture.html

Tuesday, September 30, 2008. Crowd scenes with occlusion texture bake. The drawback is that it only work for self occlusion and occlusion from the floor (but not on the floor). For crowd scenes, that is usually more than enough. Ivan A. Imanishi. Subscribe to: Post Comments (Atom). Ivan A. Imanishi. São Paulo, SP, Brazil. R&D Supervisor at Vetor Zero/Lobo. View my complete profile.

2

Ivan Imanishi's Blog: Mental Ray Velvet Shader

http://ivanimanishi.blogspot.com/2008/09/mental-ray-velvet-shader.html

Tuesday, September 30, 2008. Mental Ray Velvet Shader. Not too long ago I created my first Mental Ray shader. It is based on a velvet shader I wrote for Renderman and Maya Software. It is basically a lambert shader with a rim component. You can see the results above. The first image is a regular lamber shader. The second image is the velvet shader. The shaders in Maya Software and Renderman have pretty much the same look. Ivan A. Imanishi. Subscribe to: Post Comments (Atom). Ivan A. Imanishi.

3

Ivan Imanishi's Blog: Massive + Maya Integration

http://ivanimanishi.blogspot.com/2009/08/massive-maya-integration.html

Tuesday, August 25, 2009. Using simple scripts the artist can configure Maya to read the ribs for rendering. He can also use another script to generate proxies for each agent, with whatever geometry he needs, in order to visualize or even generate shadows or occlusion based on a simpler geometry. These procedures were used on several shots and should be the basis of future work involving crowds and Massive. Ivan A. Imanishi. Subscribe to: Post Comments (Atom). Ivan A. Imanishi. São Paulo, SP, Brazil.

4

Ivan Imanishi's Blog: Voxel Fluid Emitter

http://ivanimanishi.blogspot.com/2009/09/voxel-fluid-emitter.html

Thursday, September 17, 2009. I've been working on a maya fluid emitter that is based on voxelizing a mesh (usually animated). After the mesh is voxelized, we can use that information to emit the fluid on the entire interior of the mesh. The emitter allows you to do a regular emission, that just adds to the fluid, or a "replace" emission that erases everything on the fluid volume except where there are voxels from the mesh. Ivan A. Imanishi. Subscribe to: Post Comments (Atom). Ivan A. Imanishi.

5

Ivan Imanishi's Blog: vzAreaFiller and vzGetPointFromUV

http://ivanimanishi.blogspot.com/2009/08/vzareafiller-and-vzgetpointfromuv.html

Monday, August 24, 2009. A few months ago I had developed a Maya plug-in (vzAreaFiller) that tries to calculate an optimum distribution of objects (or particles) over an area or mesh while avoiding collisions. This plug-in could be used to distribute particles over a mesh or a crowd over an area. Ivan A. Imanishi. Subscribe to: Post Comments (Atom). Ivan A. Imanishi. São Paulo, SP, Brazil. R&D Supervisor at Vetor Zero/Lobo. View my complete profile.

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Résumé - Ivan A. Imanishi

http://ivan.lorien.com.br/home/resume

R&D and Pipeline Programmer. Alameda dos Aicás, 392 ap 114 - São Paulo - SP - Brazil. Pipeline and Production Tools Developer/DBA. Lead Technical Director and R&D Programmer (watch the Reel. Simulation and animation tools. For Renderman, Mental Ray and Maya. Maya Scene optimization and troubleshooting of scenes. C/C , Python, RSL, PHP, ASP, TCL, Java, Delphi, VB, Mel, Javascript, ActionScript (and others). 3D and Compositing Tools. Windows, Mac OS X, Linux. MySQL, Microsoft SQL Server.

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Ivan Imanishi's Blog

Thursday, September 17, 2009. I've been working on a maya fluid emitter that is based on voxelizing a mesh (usually animated). After the mesh is voxelized, we can use that information to emit the fluid on the entire interior of the mesh. The emitter allows you to do a regular emission, that just adds to the fluid, or a "replace" emission that erases everything on the fluid volume except where there are voxels from the mesh. Ivan A. Imanishi. Tuesday, August 25, 2009. Ivan A. Imanishi. A few months ago I ...

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