Skip to main content

Posts

Showing posts with the label beta

Fantastic news!

As Autodesk Approved Instructor I'm happy to learn about the latest Autodesk acquisition. Take a look at this news... http://usa.autodesk.com/adsk/servlet/pc/item?id=20307972&siteID=123112

First production reel (work in progress)

Here a little breakdown of the video: 1. minute 00:00: Biped autorig system developed with Python scripting. - Full IK/FK - Full leg and arms stretch - IK/FK spine and some others interesting features 2. minute 01:00: Full lighting automated pipeline implementation with Mental Ray - Light/Extra lights RGB pass - Shadows/Extra shadows RGB pass - Contact shadows - Contact occlusion - Full pass: diffuse, ambient, occlusion, motion vector, beauty, separated front and back scatter - Lighting setup - Render layer override implementation 3. minute 3:30: Maya fluid example 4. minute 4:11 - Exotic Matter Naiad fluid simulation - main fluid pass - splash pass - foam pass - rib export 5. minute 4:31 -  Exotic Matter Naiad  water fall simulation - main fluid pass - splash pass - foam pass - rib export - Mental ray main fluid rendering - 3delight particle rendering 6. minute 4:51 -  Exotic Matter Naiad  smoke...

Finally the first alpha release

Here's a video presentation about my last wip on a custom lighting pipeline integration.

WIP: LightingPipeline script, now with PyQT interface...

Stay tuned...

WIP: Now workin' on lighting pipeline scene asset

Here the first code to create a simple production lighting pipeline script. Stay tuned! import maya.cmds as cmds import maya.mel as mel import pymel.core as pm ambientName = 'ambient' flatDiffuseName = 'diffuseflat' ambientOcclusionName = 'occlusion' sssFront = 'sssfront' sssBack = 'sssback' colorVector = ['red','green','blue'] colors = [[1,0,0],[0,1,0],[0,0,1]] lights = ['key','fill','rim','extraR','extraG','extraB'] overrideMTLName = 'SHD_overrideMTL' def createOverrideMTL(name): overrideMTL = mel.eval('shadingNode -asShader lambert') cmds.sets(renderable=True, noSurfaceShader = True, empty = True, name = overrideMTL + 'SG') cmds.connectAttr(overrideMTL + '.outColor', overrideMTL + 'SG.surfaceShader') cmds.setAttr(overrideMTL + '.color',1,1,1) cmds.rename(overrideMTL,name) cmds.rename(overrideMTL ...

First liquid simulation NAIAD...very cool!

My very first basic liquid simulation in Naiad