createMentalRayIndirectLightingTab.mel updated for maya 2011

david | dj mod, mentalray | Thursday, July 8th, 2010

The title says it all. The original post is here if you don't know about this one.

Mimic RightMouseClick with CTRL+LeftMouseClick

david | dj mod, mel script | Sunday, March 14th, 2010

I noticed that some people using wacom tablets find the stylus version of the  right-mouse button to be a little clumsy. Since maya makes extensive use of right-mouse-button menus I wanted to see if I could find an alternative. As luck would have it, Roger Klado had already figured it all out and written it up in great detail, so all I had to do was extract the bits I needed and put them into a mel script.

The result is djObjMenu.mel. Make a shelf button or marking menu with this command

djObjMenu;

Run it and you'll find that CTRL+LeftMouseClick invokes the same behaviour in the viewport as the RightMouseClick. So for a stylus that would be CTRL+penDown instead of hover+sideButton. Some people may find this easier or more direct. Let me know if you do. I don't use a stylus, so I'm interested to hear your thoughts.

Look for djObjMenu.mel on my downloads page.

Update: I've realized that CTRL+LeftMouseClick is normally used in component mode to deselect things. If you run djObjMenu from userSetup.mel then you'll lose the ability to deselect components (unless you want to use Shift-LeftMouseClick to toggle them). Therefore I think it would be better to run djObjMenu from a shelf button, to be used when you are animating rather than modeling. Then restart maya to revert to normal. I'm going to look into making the script detect whether the context is component mode to avoid the conflict, but that may take me a while to figure out. I'll have to read Roger's instructions again!

So, I've edited my original post to remove the suggestion about userSetup.mel, which I've replaced with a shelf button suggestion. Apologies if I confused anybody.

connectNodeToAttrOverride for mia_material_x

david | dj mod, mel script, mentalray | Thursday, November 12th, 2009

When building shader networks in the hypershade window it is common to drag-and-drop one node onto some attribute of another. When you do this maya attempts to guess the type of connection you are making. If you drag a texture or a material onto a color attribute then maya will automatically connect either the .outColor or the .outValue, depending on the node type. There are other default connections for other types of attributes but if maya can't figure out what to do it opens the connection editor and leaves it for you to make the connection manually.

There is one notable case that seems to confuse people - mia_material_x and mia_material_x_passes. For example say you want to layer mia_material_x over another shader using mib_color_mix or mix8layers. If you drag-and-drop the mia_material_x onto one of the color inputs instead of connecting as you might expect, up pops the connection editor. If you've done this before then you probably know that you simply need to connect mia_material_x.result, but wouldn't it be great if maya was able to do that automatically, and skip the connection editor?

If you said "yes, that would be great" then you'll like the next bit. Back around the turn of the century, the thoughtful folks at alias provided a mel script called connectNodeToAttrOverride.mel which states

//        This procedure is provided as a hook for customers to allow
//        you to redefine the behaviour of drag and drop.

Well that's what I've done. Three lines of code was all it took! Now dragging mia_material_x and mia_material_x_passes works just like the other materials.

You can download my modified connectNodeToAttrOverride.mel from my downloads page.

maya 2010 mia_material_x bump bug fix

david | dj mod, mel script, mentalray, rendering | Thursday, October 15th, 2009

In maya 2010, if you connect a bump map to a mia_material_x shader and later change your mind and delete the bump map or break the connection, the shader will no longer render as you expect and the hypershade swatch will turn black. (more...)

poseDeformer plugin compiled for maya2010-x64 win

david | animation, dj mod, mel script | Saturday, August 15th, 2009

We upgraded to maya 2010 this week so I have recompiled my 2nd favourite plugin - Michael Comet's poseDeformer. This is the windows x64 version. (x86 coming soon)

I added it to poseDeformer.rar on the Downloads Page.

Update 2 Oct 2009: Added maya2010 win32 (x86) compile to the download.

zooAttrScroller.mel Virtual Sliders

david | animation, dj mod, mel script | Tuesday, August 11th, 2009

I was rummaging around Hamish McKenzie's zooToolbox the other night and uncovered the intriguingly named zooAttrScroller.mel

I'd never noticed this one before so I opened it up in my favourite code editor, notepad++, to see what it did, and soon worked out that you use it to create a virtual slider in the viewport so that you can change selected attributes by dragging left or right with the mouse.

Yes, I know, you can already do that by selecting the attributes in the channel box and dragging in the viewport. So, whats the difference? (more...)

mip_gamma_gain and mentalRaySwatchGen

david | dj mod, mentalray, rendering | Wednesday, October 22nd, 2008

Using a linear workflow always requires some gamma correction somewhere. If its within a maya shader network then you have some choices. The most obvious is maya's standard gammaCorrect node.

If you have maya2008 or 2009 then there is also mentalray's mip_gamma_gain node (which is hidden by default, but is easy to expose).

mip_gamma_gain

These two nodes perform the same basic function, with a few differences.

Maya's standard gammaCorrect enables independant gamma control of the three color channels.

While mr's mip_gamma_gain offers the simplicity of a single value gamma and throws in a gain control and a reverse switch for inverting the gamma value (saves you having to get the calculator to figure out the inverse of 2.2).

Until very recently, I had always used maya's gammaCorrect. And for one reason only - I like its colorful and meaningful hypershade swatch because it is easy to see in a busy hypershade window.

mentalRaySwatchGen

Now I'm starting to use mip_gamma_gain instead because it occured to me that I can modify mentalrayCustomNodeClass.mel ( in C:\Program Files\Autodesk\Maya2008\scripts\others) and get it to display a swatch that has one of those updating shader balls. That means I can see the actual result of the gamma change.

Although it makes the gamma nodes harder to find in the hypershade window, I'm finding the visual feedback useful.

If you want to try this, make a copy of mentalrayCustomNodeClass.mel into your local scripts folder and edit your local copy. The file has an obvious structure, so look for the "Internal MentalRay Nodes" section and add these lines after it.

if ($nodeType == "mip_gamma_gain" )
return "rendernode/mentalray/material:shader/surface:swatch/mentalRaySwatchGen";

You should also comment out the original reference to mip_gamma_gain.

toggle hypershade thumbnail updates

david | dj mod, mel script | Friday, July 4th, 2008

A few weeks ago I saw this thread on cgtalk where Matt Estela offered a workaround for the slowness that we experience when using the hypershade when complex shaders or shaders with large file textures are involved. The update lag seems worse if some of the new mia shaders are involved. Matt's workaround is to simply disable the thumbnail updates while you are changing attribute values and to re-enable the updates again later when its more convenient.

I spent some time modifying a maya2008 sp1 mel script called hyperShadePanel.mel to add Matt's suggested workaround to a new button. Its the one with the little green shader ball icon in the center collumn as shown here

thumbnailUpdatesToggleButton.jpg

You can use it to toggle thumbnail updates on and off. You'll get one of those purple warnings in the info window to tell you the update state has changed.

warningMessage.jpg

You can download my modified version with the button icons from my downloads page. Put hyperShadePanel.mel in your local scripts folder and the xpm files in your icons folder and you'll get the new button when you restart maya.

Download here.

I previously uploaded an earlier mod version soon after reading the cgtalk post, but the button behavior was slightly awkward. This has been corrected now, so this note is for anybody who tried it before - its better now.

cMuscleCreatorUI.mel modification

david | dj mod, mel script | Sunday, April 6th, 2008

I've been playing with the new maya 2008 ext 2 muscle system. The old ext 1 muscles are now refered to as "simple" so I was not surprised at the apparant complexity of the ext 2 Muscle Creator UI. It's going to take some getting used to.

One thing that bugged me right from the start was the size of the frames in the lower half of the "Edit" tab of the UI. The default muscles have 5 basic controls but the frame only shows 2 and you need to scroll to get to the others, as you can see in this snapshot of part of the UI

cMuscleCreatorUI_before.jpg

I found this to be a major stumbling block as I tried to navigate my way around the various muscle cross-section curves and controls.

To make it easier I had to edit cMuscleCreatorUI.mel and now the same part of the UI looks like this

cMuscleCreatorUI_after.jpg

This makes it much easier to find things.

You can get my modified cMuscleCreatorUI.mel from the downloads page. It's not quite perfect though. I struggle a bit with the mel for formLayout. If you collapse one of the other tabs in the UI those fields will revert to their smaller size. To get them back again you have to close and reopen the UI. Oh well. Better than nothing.

Downloads it here.

cMusclePaint.mel update for maya2008 ext2

david | animation, dj mod, mel script | Saturday, March 8th, 2008

If you downloaded my modified version of cMusclePaint.mel recently and you have since upgraded to maya2008 ext2 then you should download my updated version of cMusclePaint.mel

The cMusclePaint RAR file on the downloads page now contains both versions. Choose the one thats right for you.

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