Linear Lighting - gamma script
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Hey guys, been working on something :D and I thought I'd share!
I've searched the net but didn't find anything satisfactory soooo I made my own. This is one of the scripts I made to deal with gamma issues with linear lighting workflow with Maya/Mental Ray. I'm still going to be tweaking but it works. Description: Plugs gamma nodes into all existing mia_material, x and passes materials in the scene while retaining colors and textures so you can build networks withough tediously type 0.455 :s . SSS and carpaint coming soon. /crossesfingers Also, because mia materials and with gamma nodes + textures can end up looking yucky in the viewport. the script creates dummy or "MULE" shaders (in this case, blinns) to serve as realtime stand-ins for the mia material and assigns them to whatever objects using the mia mat but Mental Ray will only see the mia mats come render time. Oh yeah, it does some renaming to clean things up, like the generic pain in the arse names giving to shading groups that do not change even when you renamed the shader. Directions: Drop the script file into your local script folder like "C:\MyDocuments\maya\scripts". And when you want to execute it, just type "PMM_gammaALL;"into the commandline or script editor (might as well just drag drop that onto a shelf or whatever). NOTE: I have personally made a Hypershade tab for Mental Ray materials only soooo I have a retreat from the blinns and lamberts. Think I'm going to copy some of this into the readme file >.> Anyways test away, C&C welcome. >>>>------screenie-------<<<<<<< Edit: didn't realize how wide that image was, yikes. http://i300.photobucket.com/albums/n...M_gammaALL.jpg |
Gen thats great, you gal you!!
Yeah those shader can look a little muddy. If you can sort an sss version that would really float my boat best Jay |
umhhhh is all this to do with scripting
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I'll have to try it out, I'm impressed. Especially since I know next to nothing about scripting.
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Sweet Genny.
Now.... can you write a freeware version of Jay's " Make it the best model ever with the most perfectest render, no tris/ N-gons and already well lit " Button....that will bring me coffee too?! g-man |
Nice one Genny.
I use scripting quite a bit for various bits and bobs. |
Cool, scripting is on my to-do list, as is learning about that linear workflow. Do you use python or MEL?
@g-man - I believe there's a MEL command something like: makeItAwesome -ngons False -tris False -render :eek:; |
you mean -
if n-gon=true then quadrangulate.selected if triangulate=true then quadrangulate else ignore g-man |
Thanks for the support guys. :D
@ stwert - I use MEL. I've been twiddling around with the SSS addition, the car paint is a whole other issue. The blinn seems good enough for a mule so I'm kinda going through the process of seeing what attributes need tweaking to mimic the SSS. http://i300.photobucket.com/albums/n...n_viewPort.jpg Organizing some thoughts.. http://i300.photobucket.com/albums/n...rough_proc.jpg |
i honestly dont know whats going on but good luck on the car paint shader
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I'm creating scripts to plug gamma correct nodes into mia_mats, SSS shaders etc so it'll ease the burden of dealing with washed out colors/textures when working with the mental ray physical sky for example. Oh just try the script already >< |
just tested it and its a very handy great work on this cant wait for you to get to mi_car paint :ahemmmmm: ;)
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Thank you ^^. But I'm smacking myself in the head at the moment, because I should have connected the mia attributes to the mule attributes instead, so they stay updated autmatically ><
Edit: spoke too soon, I knew I did it that way for a reason lol |
Alright should be done with adding the SSS support soon.
So far so good, no renaming of nodes as of yet but it works. Before & After comparison. http://i300.photobucket.com/albums/n...mmaCorrect.gif And now finally some color/texture viewport feedback for SSS shaders yay. Oh yeah, now the mules update automatically. http://i300.photobucket.com/albums/n...T/sss_GC_1.jpg |
Hi Genny
Im not a great lighting guy {some thing I will need to address) but I can see great benifits in your script, I thanks you for sharring..............dave |
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fantastic jenny one down one more to go :)
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The paint shaders should be easier. They have more channels, but there seems to be only a difference of 2 channels between the 2 types.
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Just tried out your script...works GREAT! Not only does it work great but the time it saves from having to do all the gamma correcting is awesome. Good work GecT
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Thanks Perfecto :blush:
****UPDATED SCRIPT**** I changed it a bit, now the viewport stand ins or "mules" update automatically when you edit their MR buddies. And I added support for the paint and SSS shaders. Hope you guys don't mind being mah lab rats...umm I mean testers >.> Enjoy ^^ |
Script
Hey bro,i need some serious help... i'm working on a scene with almost 50 lights and when i'm supposed to change color of a group of lights at once, either i have to remember rgb values or i have to change the color manually.. So what i need is if there is any way to put hsv instead of rgb in channel editor of lights...I have no idea of scripting, you know my purpose so if you have any script that can change color of many lights with a single click or anything which can make hsv come into channel editor will be awesome..
Waiting for reply.. |
You can select all your lights and open the attribute spread sheet, then change the rgb values all at once. Not sure if you can have hsv in the attribute editor, but it's a step forward at least.
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very usefull posting in a 2 year old thread, it's better to start a new thread with your question instead of hogging someone else's
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