Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 07-06-2008 , 01:43 AM
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BlackLight Renderer

I'm at it again! This time I'm writing a path tracer (unbiased) with a whole different program heirarchy to allow for imports and exports!

I'll post my first few pics (just plain raytraced) in a few hours.


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# 2 07-06-2008 , 03:06 PM
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Sound both intriguing and confusing, can you give us a little info about what its going to do and such plz.

Chris

# 3 07-06-2008 , 04:33 PM
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can't wait to use it! user added image


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# 4 09-06-2008 , 02:44 AM
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Eghhemm....
a few hours? :p


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# 5 16-06-2008 , 01:54 PM
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So here's to show that it works

I'm having a bit of trouble retrieving the color of the material from the object due to the class hierarchy set up, but this will be re-arranged and fixed.

It supports an infinite amount of objects, which will allow for later .3ds and .obj loading (after I implement triangle support, of course).

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# 6 19-06-2008 , 09:11 AM
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Colors sorted. 4 primitives in the scene at the moment, renders instantly.

Next: Diffuse lighting and point (sphere) lights.

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# 7 19-06-2008 , 09:35 AM
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Looking nice


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# 8 19-06-2008 , 10:00 AM
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Diffuse shading:

next: shadows.

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# 9 19-06-2008 , 10:26 AM
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Shadows

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# 10 20-06-2008 , 12:04 AM
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its really starting to shape up


If i were you, i would have put this in the WIP section. its kind of hidden here..


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# 11 21-06-2008 , 12:44 AM
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I'll have to PM a mod to get their OK, but sure.


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# 12 25-06-2008 , 12:50 AM
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So I've been working for the past few days on a general illumination model.

Well... I've incorporated some form of uniform monte-carlo hemispherical illumination... but the spheres are coming out messed up.

It may be my sphere-ray intersection code, but the spheres are coming out really messed up. The plane renders fine.

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# 13 25-06-2008 , 01:21 AM
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hmm, it looks cool user added image

you'll figure it out soon user added image


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# 14 25-06-2008 , 07:57 PM
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thanks. Unfortunately, I couldn't figure it out after all... I'm scrapping the whole rendering loop and replacing it with a path tracing algorithm. That way, I can get anti-aliasing and soft shadows with no extra effort.

Stay tuned guys.


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# 15 17-09-2008 , 02:09 AM
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Originally posted by MattTheMan
thanks. Unfortunately, I couldn't figure it out after all... I'm scrapping the whole rendering loop and replacing it with a path tracing algorithm. That way, I can get anti-aliasing and soft shadows with no extra effort.

Stay tuned guys.

I'm still tuned.


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