Hypershade: shading networks
Hypershade: shading networks
I'm just posting a link here, an interesting ressource has been released again for shading networks (maya software render), it's on a french forum but all in images:
http://www.mayalounge.com/viewtopic.php?t=304
The images are from a teacher for his students, so in some cases you have to dig into your mind to get the point, but of course I can provide support (if I can keep my connection up) !
http://www.mayalounge.com/viewtopic.php?t=304
The images are from a teacher for his students, so in some cases you have to dig into your mind to get the point, but of course I can provide support (if I can keep my connection up) !
obsolete asset
FOUND IT!!!
procedural export is possible
Code: Select all
convertSolidTx -rx 1024 -ry 1024 -bm "extend" -fileFormat "tga" -fileImageName "myTexture.tga" marble1 pSphere1;
Last edited by dougal2 on Thu Dec 27, 2007 11:12 am, edited 1 time in total.
when running this command, Maya seems to auto-create a file node with the baked texture in it!
It's a trivial task then to plumb file.outColor -> shader.color as per normal.
Maya doesn't create .png files, but will create .tga, which are understood OK by indigo.
Perhaps the easiest solution is to create a GUI button to bake the procedural and use the existing file texture exporter to get it into indigo... or should we bake procedurals on export (this could be tricky) ?
It's a trivial task then to plumb file.outColor -> shader.color as per normal.
Maya doesn't create .png files, but will create .tga, which are understood OK by indigo.
Perhaps the easiest solution is to create a GUI button to bake the procedural and use the existing file texture exporter to get it into indigo... or should we bake procedurals on export (this could be tricky) ?
- Attachments
-
- untitled.xml.png (588.21 KiB) Viewed 10681 times
Oh yes I played with that a year ago but had forget about it BTW this is the method used to display procedurals in the viewpane !
There is also the command compositeTest X Y;, X and Y being the resolution. This command takes no more arguments I believe, you have to select the swatch and execute. the result will be exactly what the swatch displays, so it's perfect with 2d textures.
I can't get rid of a camera-based artifact when using convertSolidTx, did you find a way to avoid this ? Or we will have to export with the IndigoCamera pane active...
for some reason I missed all answers to this topic until now, sorry !
There is also the command compositeTest X Y;, X and Y being the resolution. This command takes no more arguments I believe, you have to select the swatch and execute. the result will be exactly what the swatch displays, so it's perfect with 2d textures.
I can't get rid of a camera-based artifact when using convertSolidTx, did you find a way to avoid this ? Or we will have to export with the IndigoCamera pane active...
I've just created a bunch of them using convertSolidTx, check your source !Maya doesn't create .png files
for some reason I missed all answers to this topic until now, sorry !
obsolete asset
my source:
http://download.autodesk.com/us/maya/do ... lidTx.html
no mention of PNG there..
ok, well if it works, then fine
I'm unaware of camera-based artifact.. can you explain ?
edit: this is the Maya export...
http://download.autodesk.com/us/maya/do ... lidTx.html
no mention of PNG there..
ok, well if it works, then fine
I'm unaware of camera-based artifact.. can you explain ?
edit: this is the Maya export...
- Attachments
-
- myTexture.png (1.06 MiB) Viewed 10669 times
My source: the Maya documentation
Otherwise it's working well !
edit: I think it's the noise ratio wich is weighted by the facing ratio, in fact I remember now that was already happening in Maya 3.0... still I have no certitude about the origin of the issue. BTW can you reproduce this ? Note that the artifact aspect is defined by the camera orientation, I'm doing another one for comparison.
edit2: lol my demonstration about png is really awesome isn't it ? I juste realised that png was indeed not in the list But the command works (-fil png), I've checked the image file header, I'm affirmative !
command (MEL) convertSolidTx wrote:-fileFormat(-fil) string
File format to be used for output. IFF is the default if unspecified. Other valid formats are:
- als: Alias PIX
cin: Cineon
eps: EPS
gif: GIF
iff: Maya IFF
jpg: JPEG
yuv: Quantel
rla: Wavefront RLA
sgi: SGI
si: SoftImage (.pic)
tga: Targa
tif: TIFF
bmp: Windows Bitmap
Thanks to your question I checked again and the issue appears to be limited to: marble, brownian and cloud (3d textures). Just display as textured an object having one of these in the color slot, thumble the view a bit and you should see a circling artifact. If you come to refresh the texture again (by moving the 3d placement for instancve) the seam will disapear... to the next border, that is where the facing ratio between object surface and camera is 0 (tangential).I'm unaware of camera-based artifact.. can you explain ?
Otherwise it's working well !
edit: I think it's the noise ratio wich is weighted by the facing ratio, in fact I remember now that was already happening in Maya 3.0... still I have no certitude about the origin of the issue. BTW can you reproduce this ? Note that the artifact aspect is defined by the camera orientation, I'm doing another one for comparison.
edit2: lol my demonstration about png is really awesome isn't it ? I juste realised that png was indeed not in the list But the command works (-fil png), I've checked the image file header, I'm affirmative !
- Attachments
-
- Same command, different camera position. Ah oops I played with the texture ratio in between ! Still you can see the prob...
- myTexture.jpg (13.98 KiB) Viewed 10648 times
-
- convertSolidTx -rx 512 -ry 256 -bm "extend" -fil jpg -fileImageName"myTexture.jpg" marble1 pSphere1;
- myTexture.jpg (25.31 KiB) Viewed 10649 times
obsolete asset
It's NOT visible if the Indigo camera viewpane was active when exporting, only issue is if you want to avoid this when animating you have to recompute the image for each frame. Also that would be visible in reflections.
I'm wondering if that's not a render optimisation from the old times (lower ratio=faster render)
Cheers Doug, nice work on the DB site !
I'm wondering if that's not a render optimisation from the old times (lower ratio=faster render)
Cheers Doug, nice work on the DB site !
obsolete asset
Have a look at the command: composite
I guess its even more suitable.
I did not find it in the Maya Documentation, but its pretty simple:
I guess everything is pretty clear: width and height are the texture file dimensions.
Filename is the output filename, format can either be tga, tif, bmp, gif and some outher specific formats (no png however)
Directory is clear I guess.
Startframe, endframe, byframe: This command is able to render a texture sequence for procedural textures, so this sets the images to create.
padding is the number of digits to use for the framenumber part of the filename.
Autoload set to 1 will run fcheck after the command, so set it to 0.
For example to get the texture node "checker1" done at 1024x1024 px:
This will output the checker1 node seen at frame 1 as tga file to <project directory>\images\checkertex.1.tga.
If this texture is animated and changes over time, you would run the command like this:
Therefore the images will be named checkertex.01.tga to checkertex.99.tga
I guess its even more suitable.
I did not find it in the Maya Documentation, but its pretty simple:
Code: Select all
composite [int width] [int height] [string "filename"] [string format] [string directory] [float startframe] [float endframe] [float byframe] [int padding] [int autoload];
Filename is the output filename, format can either be tga, tif, bmp, gif and some outher specific formats (no png however)
Directory is clear I guess.
Startframe, endframe, byframe: This command is able to render a texture sequence for procedural textures, so this sets the images to create.
padding is the number of digits to use for the framenumber part of the filename.
Autoload set to 1 will run fcheck after the command, so set it to 0.
For example to get the texture node "checker1" done at 1024x1024 px:
Code: Select all
select -r checker1 ;
composite 1024 1024 "checkertex" tga images 1 1 1 0 0;
If this texture is animated and changes over time, you would run the command like this:
Code: Select all
select -r checker1 ;
composite 1024 1024 "checkertex" tga images 1 99 1 2 0;
Who is online
Users browsing this forum: No registered users and 33 guests