Showing posts with label Renderman. Show all posts
Showing posts with label Renderman. Show all posts

Tuesday, April 16, 2013

meShaderEd.py (0.3.0)


https://github.com/ymesh/meShaderEd
download v0.3.0

SwatchNode

Added SwatchNode for image preview in shading network

























Sunday, April 7, 2013

meShaderEd.py (0.2.9)

https://github.com/ymesh/meShaderEd
download v0.2.9

Some new features were added.

  TextParam widget. 
  Actions:
    - select all nodes (Cmd+A)
    - select nodes below in hierarchy (Cmd+Dn)
    - select nodes above in hierarchy (Cmd+Up)
    - duplicate nodes (Cmd+D) (without connections yet)
  Store Recent Networks in File menu
  Store Recent Projects in File menu
  Saving project description file 'meshadered.prj' in project root
  Added new nodes to Library from DRL

The most noticable in UI are:

NoteNode 

This node allows to write some explanation of your networks and control its appearance.

ConnectorNode

This node helps to organize complex networks with long links.


Sunday, January 20, 2013

meShaderEd.py (0.2.8)

https://github.com/ymesh/meShaderEd
download v0.2.8

Added small UI enhancements (snap to grid, shadow and curved links for GfxNode).

Also, few texture nodes were added to Library (analogs of some useful Slim nodes) and a bunch of very interesting nodes from DRL (aka Lex Darlog). Thanks, Lex!
And very annoying bug with lost links after saving was fixed. (I hope)









Monday, October 29, 2012

meShaderEd.py (0.2.7)


https://github.com/ymesh/meShaderEd
download v0.2.7

Format of root RSL nodes was changed, hence previous shader networks needs to replace those nodes.

ProjectSetup: Using relative pathes for resource directories.
ImageView: Auto update checkbox.
ImageView: Reset zoom button.
NodeEditorWindow: replaced by NodeEditorPanel (though it is not fully functional yet...)

Added support for LightSource rib node in BasicPrimitive2.
Here is screenshot with example of usage of these nodes:


Thursday, July 19, 2012

meShaderEd.py (0.2.5)

https://github.com/ymesh/meShaderEd

Added icons in node description window.
Added ReadArchive node.
Root RSL nodes now have rib output instead of just shader name.
Some preview nodes removed. 

Sunday, May 27, 2012

meShaderEd.py (0.2.0)

https://github.com/ymesh/meShaderEd
The RenderMan Shader Editor supports all Renderman compliant renderers and shader compilers, that are accessible by PATH environment variable in your system.

















Friday, November 25, 2011

Liquid (mesh branch).
Changes in source files location.

I've updated liquidmaya (mesh branch) on SourceForge to version 2.4.0, according to last version of duran-duboi branch . Stéphane Deverly did a great job for enhancing liquidmaya in last time.  I've merged almost all new features from his sources, but our branches are not fully identical. As I'm using cmake for code building, I've decided to rearrange a bit location of source files for sake of simplifying configuration  in CMakeLists.txt files.

Friday, January 21, 2011

liquidAttrubuteManager.mel

This script allows to Attach/Detach/Set multiple Liquid attributes for selected objects.
liquidAttrubuteManager.mel replaces a lot of menu items from Liquid main menu.


The code is located in liquidmaya mesh branch on SF:
http://liquidmaya.svn.sourceforge.net/viewvc/liquidmaya/branches/mesh/

Thursday, January 20, 2011

Custom slim.ini

With every new version of Slim, Pixar changes the method of organization their standard templates. And adding custom templates to default hierarchy each time became a bit tricky. With RMS 1.0 I was forced to be rejected of my previous methods and started to learn, how to use very smart palette conception.

Tuesday, January 18, 2011

Custom TOR.ini

Instead of editing original TOR.ini (located in $RATTREE/etc), its better to keep custom version of this file in location, defined in RAT_SCRIPT_PATHS environment variable. Here you can override MTOR default values and add your own options and extensions.

Thursday, September 2, 2010

Vektra Service screensaver

This animation was produced mostly for testing zj depthmap SSS shader...

Monday, August 16, 2010

meBakeRadiosity.slim

This Slim template implements bake_radiosity surface shader that was described in Pixar's RenderMan Application Notes - Point-Based Approximate Ambient Occlusion and Color Bleeding - 3.1 Baking a point cloud with area and radiosity data.

meBake.slim

meBakeAreas.slim

This Slim template implements bake_areas surface shader that was described in Pixar's RenderMan Application Notes - Point-Based Approximate Ambient Occlusion and Color Bleeding - 2.1 Baking a point cloud with area data.
Theresn't any separate standart template (at least in Slim 7.1 from RMS 1.0.1) for baking areas pointclouds using in Point-Based shading. Only if you are using shading components in conjunction with Environment light where this functionality is hidden under the hood.
See DiffuseEffects->ObjectCalculation->Approximated...
But this is more complicated method as for me...

meBake.slim

Thursday, August 12, 2010

meBake3D.slim + meTexture3D.slim vs Bakeable

The Bakeable template in Slim looks very powerful. And most part of its power is hidden under the hood. Depending of CONTEXT, defined in Bake generator, it can write pointclouds by bake3d  function call or reuse baked data by texture3d. BakeStyle parameter controls a special post job for Alfred  that converts pointclouds to brickmaps or texturemaps. But there are not controls to adjust some useful parameters (e.g. MaxError) for brickmake. The Bakeable is general purpose template, it needs DisplayChannels _float and _color for storing corresponding values to pointcloud file. And again, both bake3d and texture3d functions have optional parameters that are absent in original template...

Tuesday, August 10, 2010

FlatShader.tcl


FlatShader.tcl








This script flattens Slim shading network to subfolder inside current project but preserves the original shader name. You can modify parameters and nodes in original shading network and perform FlatShader again. Original Slim "Flatten" command fails to override existing shader with changed parameters list.
About how to setup user commands in Slim, see previous post Slim user commands

Slim user commands















For adding a custom user commands to Slim menu, you need to modify your custom slim.ini and TOR.ini. Also you have to write custom Slim template with your cmdui definition.

Tip:
To customize RAT environment, it is a good practice to keep your custom slim.ini and TOR.ini files in the directory defined in system environment variable RAT_SCRIPT_PATHS. You can define space-separated list of directories in this variable for connecting templates and settings from different location inside studio. 
E.g.: SET RAT_SCRIPT_PATHS=d:/slim //server/studio/slim

Sunday, August 8, 2010

meIndirect.slim

The Slim template meIndirectDiffuse,  as  meOcclusion.slim, is just a realization of standart RSL function indirectdiffuse with full set of available parameters. Its Slim's analog  — IndirectIllum has slightly less parameters for control.


meIndirect.slim 
meUtil.h

meEnsemble.slim

Slim's Ensembles and EnsembleAdaptors are very powerful features  for control shader connections and attributes. But everything can be enhanced a bit ; ) meEnsemble allows more flexible operate with desired RiAttributes attached to shaders and Maya's geometry.


meEnsemble.slim
meEnsemble_UI.slim
meAddAttribute_UI.slim

meCombineAOV.slim

After some experimenting with Slim's Shading Components, I've realized that may be this is great innovation in shader networks design with AOV (Arbitrary Output Variables), but not for me... I prefer to connect only simple (with one output) components to my own AOV instead of keeping a bunch of unused outputs through all shading network. meCombineAOV  is now my everyday solution while working in Slim.


meCombineAOV.slim
meCombineAOV_UI.slim