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sIBL_GUI Templates (Read 79683 times)
Kel Solaar
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Re: sIBL_GUI Templates
Reply #30 - 05/19/10 at 23:51:29
 
Hi,

I just uploaded 3dsMax Mental Ray Production Shaders files with commented "hidden" lines so you can use the rayswitch shader etc :

Mental Ray Production Shaders Files : http://kelsolaar.hdrlabs.com/?dir=./sIBL_GUI/Support/Softwares/3dsMax/Others/Pro...
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #31 - 05/31/10 at 19:50:35
 
Hi,

I just released a new version of the 3dsMax VRay template with working Shadow Catching Ground :

...

Have Fun !

KS
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« Last Edit: 06/15/10 at 23:07:42 by Kel Solaar »  
 
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #32 - 06/15/10 at 23:36:12
 
Hi,

Both Maya VRay Templates were updated with support for Shadow Catching Ground and VRaySun light ( it will be used by defaut for the sun now, giving nice shadowing and colors ).

I have some issues though with the ground, there are GI artifacts when the ground is told to receive GI. Notice that I'm encountering also kind of compositing problem ( Check around the sphere on the example rendering ). If someone have a workaround I would be more than happy Smiley

Here is a render after 2 minutes shadow color / brightness tweak :

...

Have Fun !

KS
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #33 - 06/17/10 at 22:22:32
 
Hi,

3dsMax VRay and Mental Ray have been merged / refactored with JHaywood code.
Now Mental Ray has its Shadow Catching Ground. I also added mrSun light support, meaning you'll get those nice natural shadows.

Notice that you don't need to edit the production_max.mi anymore with 3dsMax 2011

...

Have Fun !

KS
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #34 - 06/20/10 at 22:27:53
 
Hi,

Softimage / XSI Templates have been updated to prevent variable type errors introduced with some function changes in Softimage 2011. I updated both Templates, because the changes were coherent and appropriate.

KS
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #35 - 07/14/10 at 00:06:43
 
Hi,

Softimage Template has been updated to fix some
issues introduced by Softimage 2011. Shaders IDs have been changed and are not reliable anymore. I back-ported some code updates to XSI template.

KS
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wl_kicker
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Re: sIBL_GUI Templates
Reply #36 - 08/17/10 at 16:55:27
 
why doesn't have finalrender , is it not good enough for ibl?
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #37 - 08/18/10 at 21:36:26
 
Hi,

Its mostly because I didn't had time to implement it Smiley

KS
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #38 - 10/24/10 at 21:43:13
 
Hi,

Maya Templates have been updated so that rendering nodes created by the sIBL setup are displayed into hypershade.

They also feature an option that allows to preserve some previous sIBL setup settings ( Feedback size and rotation ).

KS
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #39 - 11/06/10 at 09:44:24
 
Hi,

Brainspoon got a very good idea that got implemented in Maya Templates ( It will be in XSI and 3ds Max ones also ) : Ability for the Templates to trigger the execution of another script.

To do that I just added 4 function call in each templates, if the functions are defined, they will be executed otherwise nothing will happen.

From those 4 functions callbacks, 2 are pre process callbacks and executed before the Template execution and 2 are post process callbacks executed after the Template execution.

A set of pre / post callbacks is shared among the templates while the other set is specific to each template :
  • sIBL_Maya_preProcessCallback()
  • sIBL_Maya_VRay_preProcessCallback()
  • [... Template Sauce ...]
  • sIBL_Maya_postProcessCallback()
  • sIBL_Maya_VRay_postProcessCallback()


You basically just need to fill functions like that :

Code:
global proc sIBL_Maya_preProcessCallback()
{}

global proc sIBL_Maya_postProcessCallback()
{}
 



Voilą Smiley

KS

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« Last Edit: 11/07/10 at 15:42:31 by Kel Solaar »  
 
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #40 - 11/06/10 at 14:43:28
 
Hi,

Same goes for 3dsMax Templates now :

  • sIBL_3dsmax_preProcessCallback()
  • sIBL_3dsmax_MR_preProcessCallback()
  • [... Template Sauce ...]
  • sIBL_3dsmax_postProcessCallback()
  • sIBL_3dsmax_MR_postProcessCallback()


Cheers,

KS
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« Last Edit: 11/07/10 at 15:42:51 by Kel Solaar »  
 
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #41 - 11/07/10 at 15:42:12
 
Hello,

Now it's the turn of SI templates :

  • sIBL_XSI_preProcessCommand()
  • sIBL_XSI_MR_preProcessCommand()
  • [... Template Sauce ...]
  • sIBL_XSI_postProcessCommand()
  • sIBL_XSI_MR_postProcessCommand()


Cheers,

KS
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #42 - 11/11/10 at 14:48:44
 
Hello,

I had a few minutes between 2 renders and I decided to implement auto Visual Feedback size compute to the Maya Templates. That means the Visual Feedback will automatically fit the Scene.

I'll see how I can do to implement that feature into XSI and 3ds Max.

KS
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Pinin
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Re: sIBL_GUI Templates
Reply #43 - 11/13/10 at 16:58:04
 
What this will do? it means for an existing scene will not look too big or too small? some sort of factor?
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Kel Solaar
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Re: sIBL_GUI Templates
Reply #44 - 11/13/10 at 18:52:08
 
Hi Pinin,

At the moment the default size is 100 unit, in the next release the template will evaluate the size of the scene ( by calculating the bounding box of the objects ) and the Visual Feedback will be sized to surround the objects. If the current scene bounding box is inferior to 100 then the visual feedback will have the 100 default size.

KS
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