Visual Effects / Technical Director Artist

Posts Tagged: maya

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.

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 […]

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 goal of this project was to be able to make curves on the surface of any objects. Here is a video the shows the result of the final render: And here are some still images of the bunny:      There are three steps to achieve this model First, Emitting particles and querying position of each particle for each frame Second, Using RayCastNode plugin for Maya and use the particles position to draw line on the object Third, using RenderMan to render the curves. Particle Poisition The first step was to emit particle from any source. Then I used some scripts from Fundza to generate a text file that store the position of all particles on all frames. In next video, you can see that there is a simple particle emitter that generates one set of particles, which have collision with a cube and stay in side of it Draw line Next step […]

This tool, developed by Professor Malcolm Kesson, is a network rendering system intended to be used with rib files generated by Pixar’s RenderMan Studio (RMS). It is called PotRoast that includes collection of python scripts. Click here to see how to use them, and get the codes. In this project, I was responsible for making a UI for Maya so artist could easily use the scripts. (This UI is designed to be used at Montgomery building at SCAD) Click here to download the code. (Copy and run it in the python script panel in Maya script editor) Here is the snapshots of the user interface:  

File Manager for Maya

The purpose of this tool is to make the process of submitting Maya jobs on a render farm easier for the students at SCAD’s Montgomery Hall. This Tool helps you to organize your project files and make it ready to submit jobs on farm. This tool is available on Windows and Linux The windows version is coming soon. Click Here to download the code, and simply paste the code inside of you script editor, python tab, and run it. Here is a snap shot of the tool interface. This tool, as you can see in the image, contains 4 major parts. First part shows all of the files in the scene that have relative paths. If you double click on them, it’ll select the file then you can change the path directory. The second part is a list of the files that are being used in Maya but don’t have a relative path or […]

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