Author : jdvi


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Brice Vandemoortele's Avatar
Old (#51)
I've been looking into realtime IBL in maya for some time now, and I just realized there was nothing wrong with my code: HDR images just won't work properly using cgfx, but they DO using hlsl FX files.
So directX is winning again here, but not because it's awesome, just because of the lazy fuckers in the other team.. grmlml
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renderhjs's Avatar
Old (#52)
yet another batch export tool, this time with a fancy list view and a compact layout (very important to me)

Highlights elements in the list that are about to be replaced (either in your scene if you import, or replaced in the folder you wish to export to).
Also there will be a option to export the object to its local axis system (reverse the current transformation).
I need this for a unity project that uses lots of prefabs, so a good naming and update pipeline is the key for that project.
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LoTekK's Avatar
Old (#53)
Quote:
Originally Posted by renderhjs View Post
Some bigger issue I noticed myself was the lack of proper filtering especially if you have lots of small uv- shells. So I worked on this light match to view script that will create a shadowmap that I can use to filter out invisible elements from that view in the rendered RTT texture map.

Before it was only removing backface culled faces but not areas outside the camera or hidden by other objects in front. Using this technique there should be a very nice masked area instead of wrapping and looping stuff around like now.
This is something I was doing in Blender (using the material nodes, etc), though I never got the full script done, since the API was woefully incomplete when I attempted it. I should revisit the API and see if it's been improved on that front.

[edit]
Lovely. The api's been updated with the calls I need for blendAppLink, but some of the core features I need aren't implemented yet (most notably, render to texture). Joy! T_T

Last edited by LoTekK; 01-22-2010 at 07:40 AM..
FlowMap Painter v0.9.2

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LoTekK.com

"Has anyone really been far even as decided to use even go want to do look more like?" -DKK
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Joshua Stubbles's Avatar
Old (#54)
if any of you whiz's could ever update this to work with Epoly, I'll be your manho.

http://w3.enternet.hu/godzola/ScriptSide/
[vassago] env artist, Turn10 Studios
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Neox's Avatar
Old (#55)
Quote:
Originally Posted by Vassago View Post
if any of you whiz's could ever update this to work with Epoly, I'll be your manho.

http://w3.enternet.hu/godzola/ScriptSide/
naaaah its time for some disneys ptex implementation into major packages, who needs uvs these days
:P
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Steffen 'Neox' Unger
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Joshua Stubbles's Avatar
Old (#56)
^ If only. I HATE UV mapping, hah.
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renderhjs's Avatar
Old (#57)
Quote:
Originally Posted by Neox View Post
naaaah its time for some disneys ptex implementation into major packages, who needs uvs these days
:P
already happening at 3dcoat
http://www.3d-coat.com/forum/index.p...91&#entry36791

I wonder if zBrush will follow up soon and after that perhaps mudbox
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SimonT's Avatar
Old (#58)
Not sure about this is the right section for it, but it's a bit technical and i don't want to create a new thread for this small thingie. I hope some other people can save time by knowing this small option:

Scaling down/up uvs to make uv shells fit together is just annoying. I found out that Max is able to rescale the other cluster automatically (never used the stitch dialog because i always use a short cut on "stitch selected" where this bias isn't noticed AND the default option is 0.5 - problem!).

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renderhjs's Avatar
Old (#59)
I don't read a question, but I assume you want to know how to change that stitch bias value. The short answer is that you can't access it through maxscript. But seriously in most of my cases I sitch and cut stuff in 1 process and once done relax the whole cluster or shell anyway so something like that doesn't really matter at all.
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SimonT's Avatar
Old (#60)
No, that was a tipp. I searched for a solution, found it and thought: let's other people know, what i found out.
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renderhjs's Avatar
Old (#61)
ah yeah I knew that, what I meant is that I tried once to access that value through maxscript to have a custom script that just stitches the way I want it- but that value is not available in maxscript
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SimonT's Avatar
Old (#62)
ah ok! yes right! the point is, you CAN access the bias value via maxscript (2010) and also a boolean value for the alignstuff, but it just don't work
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Eric Chadwick's Avatar
Old (#63)
Why not just set it to 0 and press Set As Default?
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renderhjs's Avatar
Old (#64)
because I like to be able to work with my tools out of the box on any max installation and not having to configure tedious settings over and over. Like this weekend I am joining a game jam session in Sydney where they provide max installations as well. At least in my life I encounter a lot of different or new max installations other than my personal ones.
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SimonT's Avatar
Old (#65)
EricChadwick Also it's really time consuming to use thes shortkey AND move the mouse to the dialog (appear in the last stored position) and hot "OK". Normaly you just hit thes shortcut and the edges are stitched. It's like zack-zack-zack and you stitched 3 edges in 1 second. So it's really more longer.

And remember: to save the bias to 0 you have to also save your uv editor settings! If you just hit "Set as default" and delete the UV Modifier, next time the default value will be 0.5 again.
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CrazyButcher's Avatar
Old (#66)
http://www-e.uni-magdeburg.de/kubisc...ophKubisch.pdf

presentation on some of the PhD work in progress (pdf without videos)

Last edited by CrazyButcher; 01-29-2010 at 07:38 AM..
3dsmax scripts and .fx - pixeljetstream - expressing my own opinions
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Neox's Avatar
Old (#67)
Quote:
Originally Posted by SimonT View Post
stitching stuff
just set it to 0 then set as default in the stitching options and then save the settuings in the uv editor
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Steffen 'Neox' Unger
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SimonT's Avatar
Old (#68)
@ Neox

I did and that work if you use the dialog the next time, but it doesn't work if you want to do it via maxscript. That's the point.
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Neox's Avatar
Old (#69)
dang should have read your second post, sorry, humm well :/
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Steffen 'Neox' Unger
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Lamont's Avatar
Old (#70)
Currently working on a neat little shader export for a project I am working on. Just exports material data to XML. Nothing really special. I get to practice checking if something is there and what to do if it isn't.
Lamont G.- Environment Artist - UbiSoft Osaka
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Lamont's Avatar
Old (#71)
One thing I wish for is being able to clear mayas memory when working on scripts. I like to work on them a section/function at a time. If anyone has any tricks for this post up!

(-_-)
Lamont G.- Environment Artist - UbiSoft Osaka
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MoP's Avatar
Old (#72)
What do you mean by "clear Maya's memory" ?
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Lamont's Avatar
Old (#73)
Quote:
Originally Posted by MoP View Post
What do you mean by "clear Maya's memory" ?
You know how when you're working on a script for testing and you get old vars/strings/etc. going, things don't work unless you restart. Sometimes I loose focus because I thought something didn't work, but it did after restart of Maya.
Lamont G.- Environment Artist - UbiSoft Osaka
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kodde's Avatar
Old (#74)
Working on my two shaders, the "KoddeShader" and the "EyeShader". Contemplating on reworking how the reflections work.


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MoP's Avatar
Old (#75)
Quote:
Originally Posted by Lamont View Post
You know how when you're working on a script for testing and you get old vars/strings/etc. going, things don't work unless you restart. Sometimes I loose focus because I thought something didn't work, but it did after restart of Maya.
Surely this will only happen if you declare them as global?

Do you mean prototyping scripts in the Maya Script Editor? I always write my stuff in Notepad++ (for syntax highlighting) and save as a .mel file, and just have a shelf button for source myProc.mel; myProc; in order to refresh and re-run it. That way you never get any issues.
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