Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 24-06-2010 , 08:34 AM
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Linear Lighting - gamma script

Hey guys, been working on something user added image and I thought I'd share!

I've searched the net but didn't find anything satisfactory soooo I made my own.

This is one of the scripts I made to deal with gamma issues with linear lighting workflow with Maya/Mental Ray. I'm still going to be tweaking but it works.

Description:

Plugs gamma nodes into all existing mia_material, x and passes materials in the scene while retaining colors and textures so you can build networks withough tediously type 0.455 :s . SSS and carpaint coming soon.

/crossesfingers

Also, because mia materials and with gamma nodes + textures can end up looking yucky in the viewport.
the script creates dummy or "MULE" shaders (in this case, blinns) to serve as realtime stand-ins for the mia material and assigns them to whatever objects using the mia mat but Mental Ray will only see the mia mats come render time. Oh yeah, it does some renaming to clean things up, like the generic pain in the arse names giving to shading groups that do not change even when you renamed the shader.

Directions:

Drop the script file into your local script folder like "C:\MyDocuments\maya\scripts". And when you want to execute it, just type "PMM_gammaALL;"into the commandline or script editor (might as well just drag drop that onto a shelf or whatever).

NOTE: I have personally made a Hypershade tab for Mental Ray materials only soooo I have a retreat from the blinns and lamberts.

Think I'm going to copy some of this into the readme file >.>

Anyways test away, C&C welcome.

>>>>------screenie-------<<<<<<<

Edit: didn't realize how wide that image was, yikes.

user added image

Attached Files
File Type: rar pmm_gammaall.rar (144.7 KB, 508 views)

- Genny
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Last edited by GecT; 24-06-2010 at 08:37 AM.
# 2 24-06-2010 , 08:38 AM
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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

# 3 24-06-2010 , 02:07 PM
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umhhhh is all this to do with scripting

# 4 24-06-2010 , 02:07 PM
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I'll have to try it out, I'm impressed. Especially since I know next to nothing about scripting.


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# 5 24-06-2010 , 03:23 PM
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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?!


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# 6 24-06-2010 , 03:33 PM
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Nice one Genny.

I use scripting quite a bit for various bits and bobs.


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# 7 24-06-2010 , 04:29 PM
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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 user added image;

# 8 24-06-2010 , 08:07 PM
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you mean -
if n-gon=true
then quadrangulate.selected

if triangulate=true
then quadrangulate
else ignore

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# 9 25-06-2010 , 01:54 AM
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Thanks for the support guys. user added image
@ 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.

user added image


Organizing some thoughts..

user added image


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# 10 25-06-2010 , 04:54 PM
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i honestly dont know whats going on but good luck on the car paint shader

# 11 25-06-2010 , 05:51 PM
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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
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just tested it and its a very handy great work on this cant wait for you to get to mi_car paint :ahemmmmm: user added image

# 13 26-06-2010 , 09:41 PM
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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


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Last edited by GecT; 26-06-2010 at 09:45 PM.
# 14 01-07-2010 , 08:15 PM
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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.

user added image

And now finally some color/texture viewport feedback for SSS shaders yay. Oh yeah, now the mules update automatically.


user added image


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# 15 01-07-2010 , 09:52 PM
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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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