pmm_gammaall.rar (144.7 KB, 508 views)
Last edited by GecT; 24-06-2010 at 08:37 AM.
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2
24-06-2010
, 08:38 AM
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Gen thats great, you gal you!!
Yeah those shader can look a little muddy. If you can sort an sss version that would really float my boat
best
Jay
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3
24-06-2010
, 02:07 PM
Head of 3d Admedia
Join Date: May 2007
Location: nairobi , ken-ya
umhhhh is all this to do with scripting
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4
24-06-2010
, 02:07 PM
Registered User
Join Date: Mar 2007
Location: TN (USA)
I'll have to try it out, I'm impressed. Especially since I know next to nothing about scripting.
Don't be satisfied with what you can do but rather strive to do the things you can't do!
Exceed Expectations!
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5
24-06-2010
, 03:23 PM
Subscriber
Join Date: May 2004
Location: Bowling Green. Kentucky U.S.A.
Sweet Genny.
Now....
can you write a freeware version of Jay's " Make it the best model ever with the most perfectest render, no tris/ N-gons and already well lit " Button....that will bring me coffee too?!
g-man
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6
24-06-2010
, 03:33 PM
Moderator
Join Date: May 2005
Location: Manchester Uk
Nice one Genny.
I use scripting quite a bit for various bits and bobs.
"No pressure, no diamonds" Thomas Carlyle
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7
24-06-2010
, 04:29 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
Cool, scripting is on my to-do list, as is learning about that linear workflow. Do you use python or MEL?
@g-man - I believe there's a MEL command something like:
makeItAwesome -ngons False -tris False -render ;
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8
24-06-2010
, 08:07 PM
Subscriber
Join Date: May 2004
Location: Bowling Green. Kentucky U.S.A.
you mean -
if n-gon=true
then quadrangulate.selected
if triangulate=true
then quadrangulate
else ignore
g-man
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9
25-06-2010
, 01:54 AM
Super Moderator
Join Date: Dec 2006
Location: South FL
Thanks for the support guys.
@ stwert - I use MEL.
I've been twiddling around with the SSS addition, the car paint is a whole other issue. The blinn seems good enough for a mule so I'm kinda going through the process of seeing what attributes need tweaking to mimic the SSS.
Organizing some thoughts..
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10
25-06-2010
, 04:54 PM
Head of 3d Admedia
Join Date: May 2007
Location: nairobi , ken-ya
i honestly dont know whats going on but good luck on the car paint shader
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11
25-06-2010
, 05:51 PM
Super Moderator
Join Date: Dec 2006
Location: South FL
Originally posted by murambi
i honestly dont know whats going on but good luck on the car paint shader
Lol Raphael, I guess I better explain.
I'm creating scripts to plug gamma correct nodes into mia_mats, SSS shaders etc so it'll ease the burden of dealing with washed out colors/textures when working with the mental ray physical sky for example. Oh just try the script already ><
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12
25-06-2010
, 11:11 PM
Head of 3d Admedia
Join Date: May 2007
Location: nairobi , ken-ya
just tested it and its a very handy great work on this cant wait for you to get to mi_car paint :ahemmmmm:
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13
26-06-2010
, 09:41 PM
Super Moderator
Join Date: Dec 2006
Location: South FL
Thank you ^^. But I'm smacking myself in the head at the moment, because I should have connected the mia attributes to the mule attributes instead, so they stay updated autmatically ><
Edit: spoke too soon, I knew I did it that way for a reason lol
Last edited by GecT; 26-06-2010 at 09:45 PM.
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14
01-07-2010
, 08:15 PM
Super Moderator
Join Date: Dec 2006
Location: South FL
Alright should be done with adding the SSS support soon.
So far so good, no renaming of nodes as of yet but it works.
Before & After comparison.
And now finally some color/texture viewport feedback for SSS shaders yay. Oh yeah, now the mules update automatically.
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15
01-07-2010
, 09:52 PM
The thin red line
Join Date: Aug 2009
Location: England
Hi Genny
Im not a great lighting guy {some thing I will need to address) but I can see great benifits in your script, I thanks you for sharring..............dave
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