poseDeformer for maya2008-x64

david | animation,mel script | Monday, May 26th, 2008

My downloads page now has a version of Michael Comet's poseDeformer which I have compiled for maya2008-x64.

I have not done much testing, but it seems to be working ok on vista 64 with maya2008 sp1 64 bit.

Please test it properly yourself before committing to a production that relys on this plugin. If you encounter problems, feel free to comment here.

Download here. (Its near the bottom of the page)

Update: I've discovered you need to install .net framework 3.5 for this to work correctly.

djDepth phenomena

david | mentalray,rendering,tutorials | Tuesday, May 6th, 2008

Last year I wrote about my experiences creating a mentalray phenomenon called dj_mix_colors. Shortly after that I wrote about how to create a zDepthDOF shader using some of the standard maya utility nodes. Now I'm going to combine the two ideas and build a zDepthDOF style shader as a mentalray phenomena.

Let me start by saying all I'm really doing here is emulating (once again) the zDepthDOF shader by Andreas Bauer. But I have two reasons for doing so. Firstly I have recently become aware of a suite of freely available mentalray shaders called drUtilSuite 1.01 written by Duiker Research. It contains roughy 200 shaders

...to provide clearly defined atomic operations that may or may not be available already in Maya and mental ray.

Most accomplish a single basic task and they are designed to be built into something bigger. So I decided that it would be a good exercise in phenomenon building to create something useful. And that brings me to my second reason.

These shaders are provided for windows x32 and 64, linux x32 and 64 as well as osx uni, so they could fill some of the gaps currently facing those on modern os's.

You can download djDepth with some example scene files from here.

If you are interested in the full story click here to read (more...)

mia_material propagate alpha

david | mentalray,rendering | Thursday, May 1st, 2008

About a year ago I wrote about a trick I had discovered to get correct alpha channels in the refraction of mia_materials. I've seen it mentioned occasionally in forums like cgtalk, so I thought I should post a quick update.

In maya 2008 the mia_material Advanced Refraction attribute called Propagate Alpha now works correctly, so the trick I wrote about is no longer required.

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