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THE ARTIST BETWEEN THE RAYS: Miguel A Santiago Jr
MYMR: Your Materials have become a must have for mental ray materials, does this drive you to write more materials. Miguel: I wouldn't say it drives me to write more materials, but it does drive me to maintain the longevity of the collection. I find a lot of very great tools are made and then just abandoned simply because the creator didn't want to take the time to maintain their tool. I have been maintaining my collection, and it is not an easy task. As long as there is a demand I'll do my best to keep them alive.
MYMR: Where do you go to get information about shader writing? Miguel: I tend to branch into different areas to find information about writing shaders. Usually all major 3d packages come with a development kit and examples so you can begin to produce plug-ins for that specific software. In the beginning I spent a lot of time looking at the factory examples that came with the software. I would break down and examine the examples. I found it to be a valuable learning experience. Once you learn how to write a shader you can write a shader for any software. You can still get valuable information for writing shaders, not only with mental ray but also from renderman and maya. Especially now with real-time shaders becoming huge there is a massive collection of free information on writing shaders. Miguel: At the moment the biggest plan I have is to release an advance version of my skin shader. This version has a true diffusion term as described in "A Rapid Hierarchical Rendering Technique for Translucent Materials" by Henrik Wann Jensen. So hopefully I'll get that release out soon. As for adding any new shaders, I'd say there are no plans for it right now.
MYMR: What is the process to get you inspired to build your custom materials? Miguel: I tend to build custom materials out of necessity. When I'm working on my characters and I come to a point I feel my tools aren't giving me the results that is when I will start looking into building my custom material. In fact every material I have ever programmed has been out of necessity to have better tools. MYMR: What are your problem solving methods? Miguel: I have found in my experience solving by the process of elimination works best for me. I jot down areas where I think the problem is coming from, and then I go down the list one by one until I pinpoint the error. This has worked well with just about any problem I've had. When I come to a dead end with the problem that is when I will start searching the internet for answers. Usually someone else has had the same problem and you can exchange notes on the issue and solve it.
MYMR: What would you say to people that want to get into high-end rendering? Where is a good place to start learning to do mr shading? Miguel: Take your time learning your basics and work your way up. I find people tend to get ahead of themselves pretty easily. I get emails from people asking how to do advance skin rendering, yet they have no idea how to install the custom shader or even how to apply it on the object. All I'm saying is learn how to walk before you try to run. Learn at a rate that suits you with information you can take in and understand. Overloading yourself with to much information you don't understand is a quick way to become frustrated. I would also suggest delving into the technical side and learn the general concepts behind the rendering algorithms. I don't mean you have to know how to program your very own renderer, but it sure won't hurt to understand what is going on under the hood, especially when you have to debug your renders for errors. A good place to start learning mr shading is right here on my mental ray. Seriously go to the mental ray tutorials section and knock you're self out. It has everything you could ask for from basics, to more advance topics like: final gather, global illumination, optimization techniques. If you want more just press that magical number F1. It's safe to say that software packages now days come well documented. MYMR: Can we close with some tips and tricks that will help us to achieve the type of quality of your work? Miguel: No matter what you are doing you cannot stress enough how important it is to collect reference on the subject matter your working on. In my mind the work out there that stands out for me are the ones that go that extra mile. The small details are what make the big details shine! I'm not just referencing this to art but everything we do in life and in general. An important trait is to refine our ability to see things in the world as they truly are. I'd be the first to admit to this but as artists we tend to recreate what we think we see, not what we actually see. This is especially true in the beginning for most of us. I would agree there are people that are just born with natural talent for certain things in life, but no matter how much natural talent or no talent a person has it will never mean anything if they don't work very hard for it. In my opinion after everything is said and done it boils down to how bad you really want it! MYMR: Miguel thank you for your time. We really appreciate it! Where can people go to know more about you and your work? Miguel: Again it is my pleasure! You can go to these sites: DigiTeck3D - Linkedin – Myspace Also I can be contacted at This e-mail address is being protected from spambots. You need JavaScript enabled to view it '; document.write( '' ); document.write( addy_text74509 ); document.write( '<\/a>' ); //--> This e-mail address is being protected from spambots. You need JavaScript enabled to view it for any questions. Thank you for taking the time to read this! |









