Custom Maya Shader Plugin development

Announcements, requests and support regarding the MAYA exporter
Post Reply
8 posts • Page 1 of 1
User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Custom Maya Shader Plugin development

Post by dougal2 » Thu Jan 31, 2008 10:04 am

Having had a good browse of the sunflow source (jViolet related curiosity), I notice they have a Maya plugin.
It immediately occurred to me that this might be an interesting way to learn about Maya plugins and how building one might benefit us.
Particularly with setting up shaders, it'd be nice to have shaders that have the exact indigo parameters. Well... see attached.

NB: I am not considering this in active development at the moment. Also, due to the binary nature of plugins, and the software I have available to use this is only ever likely to be very experimental.
Attachments
indigoShader.jpg
indigoShader.jpg (175.72 KiB) Viewed 23663 times
Last edited by dougal2 on Mon Feb 04, 2008 10:57 am, edited 1 time in total.

vux
Posts: 164
Joined: Wed Sep 05, 2007 1:02 am

Post by vux » Fri Feb 01, 2008 4:20 am

it will be only for windows?

User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Fri Feb 01, 2008 4:24 am

I only have Maya 2008 at home, on a 64 bit machine.

So, it's likely to only ever be specific to Maya 2008, 64bit, windows or linux (providing i can get it to compile under linux).

I have access to Maya 8.5 on 32bit windows at work, but these machines have no c++ compilers installed.

User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Fri Feb 01, 2008 8:13 am

On second thoughts, I'm going to learn how to do this in Python instead. It'd then be cross-platform cross-version and won't even need compiling.

User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Fri Feb 01, 2008 12:38 pm

update: got the basics working in python as a scripted plugin, and an AETemplate to go with it.

even though this is quite exciting, I really ought to finish jViolet first... :roll:

vux
Posts: 164
Joined: Wed Sep 05, 2007 1:02 am

Post by vux » Fri Feb 01, 2008 8:17 pm

good work...

Python is GOOD choise for this type of plugs

User avatar
dougal2
Developer
Posts: 2532
Joined: Wed Nov 15, 2006 8:17 am
Location: South London

Post by dougal2 » Mon Feb 04, 2008 8:05 am

The custom indigoShader is almost complete. The bump map and exponent map fields are missing because I'm not sure how to implement them yet, and the exporter script needs a whole load of new code to recognise this shader.
However, apart from that the node works fine.
(It doesn't do anything when rendering with Maya though, it just paints objects with a flat colour.)
Attachments
indigoShader.jpg
indigoShader.jpg (73.48 KiB) Viewed 23548 times

raul1968
Posts: 1
Joined: Wed Jun 25, 2014 5:07 am

Re: Custom Maya Shader Plugin development

Post by raul1968 » Wed Jun 25, 2014 5:08 am

I have maya 2008, I can't afford a newer version. Did a plug-in ever come about?

Post Reply
8 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 4 guests