When you want variation from your RenderMan shader, you could use Primvar. This RenderMan functionality gives you the ability to use only one shader for many objects and create variety at render time. But the process of assigning these attributes could be time-consuming and discouraging for an artist. To make this process easier, I created a tool that speeds up the process. Primvar Manager for Maya. Github Repo. Documentation. Install it.
For my first exercise with Fabric Engine I am playing around with point distribution. The objective of this exercise is to achieve the following goals: 1. Utilize KL within the Fabric Canvas application. 2. Utilize the parallel processing capabilities(PEX). 3. Gather and Randomize points from a source geometry. 4. Random percentage subtraction of points. 5. Point subtraction based a on secondary geometry. 6. Distribute based on texture map as input.* 7. Deform the plane using some sort of procedural method place the points.* 8. Utilize a texture map as input for how the plane is deformed.* *still in progress Source and Scene File on GitHub (This is my first try using Fabric Engine, therefore I’m sure following functions could be more optimized.) I started from a source geometry, this could be any mesh. For this example, I’m using simple plane, then using a Turbulize node to procedurally deform the source plane. Taking […]
This is a tool to help artists set up camera projection in Maya for RenderMan. To set up a camera projection in RfM, there are multiple steps. This is frustrating for artists because it adds several extra steps that take much longer than usual. This tool solves that problem.This simple window will link/copy the necessary connection between projection nodes. Artists can now focus on the artistic part. Installation Download the Package Unzip the downloaded file and rename it to prmanProjectionSetup. Then move the entire prmanProjectionSetup folder to the specified path: Mac OS X ~/Library/Preferences/Autodesk/maya/scripts Linux /maya/<version>/scripts Windows <drive>:\Documents and Settings\\My Documents\maya\scripts Then in a new instance of Maya, open the script editor and run the following in a Python tab: from prmanProjectionSetup import cam_proj_setup_ui reload(cam_proj_setup_ui) cam_proj_setup_ui.create_ui() If you’d like to know more about the Camera Projection workflow, Georg does a great job explaining the workflow on RenderMan Community. I hope […]
Just for sake of practice, I made this reminder tool using Python and PyQt4. You can get code here. It’s very simple ui that would let you set a reminder time and a message to be shown when the notification goes off. You also have an option to set so the notification window to be closed 10 seconds after it pops on, otherwise it’ll stay open till you close it. The notification window is pretty simple as well. It’ll just pops on and show you the message that you specified.
What does this gizmo do? The purpose of this gizmo is to create a mask from the world point position pass in Nuke. This gizmo is divided into two kind of mask selections, Cubical and Spherical. You’re also able to mix these two selections. First, you need to select the point pass, this is what the gizmo uses to generate the mask. Spherical Mask Knobs The Disable check box will let you bypass the spherical selection. Center XYZ is the origin of the selection. You can either input the values into the R(x), G(y), B(z) knob, or simply use the color picker and point to the pixel that you want to be the center of the selection. Radius Multiplier, as the name suggests, will multiply the radius of the sphere selection. Inner and outer softness will help to smooth out the edge of the selection. Cubical Mask Knobs Disable and Center XYZ does the […]
The purpose of this gizmo is to add some information such as current frame, file name, and etc, as bar to the image. Get it from here. There are room for 6 custom description, also there are 3 general information. For each tag, you could change the following: – Color – Text Size – Spacing – Font – visibility You also are able to change the color if the bar background.
I was lucky to be part of the amazing team behind revealing the 2015 Cadillac Escalade. General Motors contracted my company, RTT in Detroit, to produce several still shots of the Escalade. I was responsible for lighting the following images: If you want to see more about the Escalade, you can check out GM’s website which features these shots.
For the last year I’ve been working at RTT as a lighter and compositor. My daily challenges are dealing with lighting photorealistic cars using MentalRay and Maya. Since RenderMan 18 was launched, I wanted to give it a try and experience the new features and performance improvements. Here are the results: Click on the image for higher resolution. Method For Shading and Lighting I used RenderMan and Maya. The new improvement in RenderMan 18 are absolutely powerful and fast. It basically helps the artist to focus on getting result using interface, without necessarily digging into coding and struggling with background development. (Although it’s debatable if that’s a good thing or not!) I’m personally very happy with how the new shaders work and how much you can achieve with minor tweaking. Many thanks to SMCars for sharing the HDRIs and Backplates. It’s not easy find a Good HDRIs that include the […]
The purpose of this gizmo is to create a Spherical HDR image for studio lighting or modify the spherical image. (It is a work in progress.) Please contact me if you’d like to try this gizmo My job sometimes requires me to light cars in a studio environment, and for doing that I’ve been using HDR Light Studio. But I faced some limitations, such as animating the light value and light position; also besides these limitations, I thought it would be useful to view the light position and size in relation with the geometry. So in my spare time I created a gizmo, mostly using Python and some TCl, and I’ve been developing it so that artists could create an HDRI image inside Nuke and be able to animate the values and actually see the light and geometry in 3D space. What it does? Artist could: Create a default light, or a […]
Using this script, artists will able to make a copy of the working nuke script including all the source files. After all the copying is done, all the paths in the copied nuke script will be fixed and changed to relative paths. Eventually the user could move the folder to any computer anywhere and the script will work fine. This script is very useful when the source files are on the network and user wants to localize the files or if an artist needs to send the nuke file to someone else and needs to make sure that every source file will work. Currently, with this tool the artist is able to: Save the partial or all of the working nuke scripts into the given path Change all the source file paths to the relative path Eventually the artist will also be able to: Zip the whole directory Add text […]