Creating matte passes in Maya is very simple, by using ‘writeToColorBuffer’ nodes, but when you have more shaders in your hypershade, its kind of very tedious job. So I have created small script to ease this process which creates rgb matte passes for the selected shaders, by connecting it to the writeToColorBuffer node and also creates a render passes node for the same. It also automatically sets the rgb color for each writeToColorBuffer node based on the shader selection hierarchy.
import pymel.core as pm import maya.mel as mel import os def createBufferMattes(): rPPrstDir = mel.eval('getenv \"MAYA_LOCATION\"') absPath = '/presets/attrPresets/renderPass/custopmolor.mel' rpPath=os.path.join(rPPrstDir+absPath) rgbCol=[(1,0,0), (0,1,0), (0,0,1)] loopCount=0 for i in pm.ls(sl=1, mat=1): print i colBuf = mel.eval("mrCreateCustomNode -asUtility \"\" writeToColorBuffer;") if pm.attributeQuery("outColor", node=i,ex=1): pm.connectAttr( i+".outColor", colBuf+".evaluationPassThrough", force=1 ) elif pm.attributeQuery("message", node=i,ex=1): pm.connectAttr( i+".message", colBuf+".evaluationPassThrough", force=1 ) if loopCount%3==0: colRP = pm.createNode("renderPass") colRP = pm.rename( colRP,"Matte_01" ) pm.setRenderPassType( colRP, type="CSTCOL" ) pm.connectAttr(colRP+".message", colBuf+".renderPass") col = rgbCol[loopCount%3] pm.setAttr( colBuf+".color", col, col, col, type="double3" ) loopCount=loopCount+1 print ('Buff created for '+i) createBufferMattes()
Usage: Works on “misss_fast_skin_maya” shader type only. Shader(s) must have a word “Main” in their name(s) like “sssFaceMain_SHD”. Select the shader(s) from the list of skin shaders and also select the passes which you wanted to render out from that shader(s). Hit the create button to create aov’s. This script will create a common aov’s for all your selected shaders.
Installation: Copy ‘jm_createMisssSkinPassesWin.py’ and ‘jm_renderMisssSkinPasses.py’ to your maya script folder (/home/user/maya/2012-x64/scripts). Restart maya and run the following comands in your script editor in a python tab.
Required Tool : PyQt For Maya. Download it from here.
Tested With : Maya 2013, Win 64bit
: ) Download Link
Today i m very happy to see the success of our short film called “Lubdhanam Cora“ . We have received almost five award from the various film festivals like Asifa India, Anifest 2012 India, 14 TBS DIGICON Award 2012 etc. And this short film is also nominated for SIGGRAPH Asia 2012 Computer Animation Festival. I fill very proud when i here the peoples claps after watching the film. Just wanted say thanks to Sagar Kadam who is the original creator of the film for giving me an opportunity to work on a such a great film.
Check out the successful journey of an award winning animated short film Lubdhanam Cora (Greedy Thief) : here.
I have been looking for a option, where I can share every post from my WordPress blog to my Google Plus. I had search on the net but nothing seems to be satisfactory. Then I have subscribed my own wordpress blog to google reader and I always share all my wordpress post to google plus via my Google Reader account.
Hope this helps all wordpress blogers.
This is a modified version of the original Photogrammetry Shader. All thanks to “Rick Balabuck” for allowing me to modified this shader. Actually i was looking out for a some real-time projection shader for Maya, which helps artist to see the real-time updates of the projected image on cg elements while dragging them on any viewport. Maya default projection shader does not support this. This shader helped me in some stereo conversion project, where you have to match and animate the cg stuff with live action props. Earlier we use to match it from the main camera, but using this shader we can use perspective viewport as well. This also helped artist to place the cg elements according to the depth order in live action footage and with the real-time update they can judge the placement in a same viewport very precisely.
Understanding SSS is very difficult in terms of calculating physically, but its very simple by its definition. Lets take an example of human skin, which is the best example to study and understand the simulating appearance of skin which is dominated by SSS.
So first of all lets try to understand the basics of light physics.
What happens, when light hits any object?
Normally three things happens when light hits any kind of a material in real world. Either light is absorbed by the material, light is reflected by the material or light is refracted by the material. And that is how we see the objects around us.
And, what happens when light hits the surface like skin?
When light hits the surfaces like skin, wax, marble or any non metallic surfaces, it moves beneath the surface of the object and scatters and thus some of the lights is absorbed by the inner translucence layer and its get emitted elsewhere with surface color from inside and this effect is called as a Subsurface Scattering Effect.
So this is a simple part to understand Subsurface Scattering. Will go for little more in detail on this in our next part. Thanks..