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	<title>Comments on: Using Darktree Textures on 3d Renders</title>
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	<link>http://www.anatomicaltravel.com/research/2008/12/using-darktree-textures-on-3d-renders/</link>
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		<title>By: Chad</title>
		<link>http://www.anatomicaltravel.com/research/2008/12/using-darktree-textures-on-3d-renders/comment-page-1/#comment-6</link>
		<dc:creator>Chad</dc:creator>
		<pubDate>Wed, 03 Dec 2008 03:42:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.anatomicaltravel.com/research/?p=606#comment-6</guid>
		<description>While it is certainly easy to render out tweak passes in 3ds max, you can use the retexturing method you describe to make the tweaks directly in Fusion.  Any 2D image or another Darktree could be mapped onto the object, and the result could be used to tweak the SiFu.  There&#039;s nothing preventing you from connecting a series of SiFu&#039;s to get the final effect you want.  Compositing is fun like that.</description>
		<content:encoded><![CDATA[<p>While it is certainly easy to render out tweak passes in 3ds max, you can use the retexturing method you describe to make the tweaks directly in Fusion.  Any 2D image or another Darktree could be mapped onto the object, and the result could be used to tweak the SiFu.  There&#8217;s nothing preventing you from connecting a series of SiFu&#8217;s to get the final effect you want.  Compositing is fun like that.</p>
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