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Allegorithmic ProFXTiny procedural data produces giant results
The most important part about procedural shaders is that they are created by using algorithms, allowing texture packages to remain small in size, while delivering detailed information for materials.
I was invited to sit down with Sebastién DeGuy to talk about his innovative process which finds an excellent home in the gaming world. In this part of the interview Sebastién talks about the process over a movie which was created with ProFX Engine and MapZone. Previously, MapZone was announced as a free software ("The Most Powerful Texturing Tool Ever").
You can find out more about MaPZone at the Allegorithmic site. You can also find evidence of Allegorithmic's work at the luxology site and in luxology's modo3D application.
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Ko Maruyama is a freelance animator in Los Angeles.Â In addition to working on film and broadcast animations, Ko teaches at Pasadena's Art Center College of Design - focusing on motion design.Â When working, writing or testing software allows, you can find him lending a hand in the After Effects board and lurking among the Cinema4D, Visual Effects and Photoshop posts within the DMNForums.
Related Keywords:SIGGRAPH 2007, event, allegorithmic, video game, free game software, procedural textures,
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