New fake graphics package for season 5 of GOT.
http://vimeo.com/31270442
A blog detailing succesful workflow solutions and usefull scripts written by the author for Maya, Mental Ray (and some After Effects).
Friday, October 28, 2011
RAM issue and ASUS motherboards
I RMAed my faulty ASUS motherboard and it still threw a ram error. I pluged the ram in to slots B1 and B2 and it worked. I could send it back and get a different board with four functioning slots but forget it. I'll deal. This is the final straw with ASUS however. 3 boards with faulty slots and the first bad board popped up over 1.5 years ago. They clearly have some serious manufacturing problems that they refuse to address. Shame.
experiments in Image based lighting
Just completed my first experiment with Image Based Lighing.
In retrospect it would have been better to shoot on somethign better than a z1u. It made matchmoving a nightmare.
http://vimeo.com/30703971
In retrospect it would have been better to shoot on somethign better than a z1u. It made matchmoving a nightmare.
http://vimeo.com/30703971
Monday, October 10, 2011
RAM and motherboard QVL
Putting together the render farm her and keep getting ram errors with a "qualified" RAM on my ASUS mobo. I'm going to swap it with the ram Kingston recommends for this board. Guess the lesson is don't rely on the QVL from the motherboard manufacturer.
Tuesday, October 4, 2011
Light Manipulator for internal fluid light
At long last I've finished my MEL script that adds a directional light as a controler for a fluids internal light.
You must first select the fluid and then run the script.
This version creates a directional light and locator that whose translation is locked and whose visibility is off. At some point I might update it to exclude the creation of these two nodes.
vector $indtialLocatorTranslate = `getAttr lightLocation.translate`;
float $initialRotation[] = `angleBetween -euler -v1 0 0 1 -v2 ($indtialLocatorTranslate.x) ($indtialLocatorTranslate.y) ($indtialLocatorTranslate.z)`;
setAttr ($fluidAndLightMainipulator + ".rotate") $initialRotation[0] $initialRotation[1] $initialRotation[2];
You must first select the fluid and then run the script.
This version creates a directional light and locator that whose translation is locked and whose visibility is off. At some point I might update it to exclude the creation of these two nodes.
Here's the code. I'll provide a link to download the file shortly.
string $fluidSelected[0] = `ls -sl `;
string $lightManipulator = "lightManipulator";
string $fluidAndLightMainipulator = $fluidSelected[0] + "_" + $lightManipulator; //gets name of fluid and add "lightManipulater"
string $lightManipulator = "lightManipulator";
string $fluidAndLightMainipulator = $fluidSelected[0] + "_" + $lightManipulator; //gets name of fluid and add "lightManipulater"
loadPlugin "C:/Program Files/Autodesk/Maya2012/bin/plug-ins/decomposeMatrix";
createNode decomposeMatrix -n decomposeM;
createNode decomposeMatrix -n decomposeM;
pickWalk -d down; //selects shape node of fluid conatiner
vector $fluidShapeLightVector = `getAttr ($fluidSelected[0] +".directionalLight")`; //retrieves vector value of fluids internal light
vector $fluidShapeLightVector = `getAttr ($fluidSelected[0] +".directionalLight")`; //retrieves vector value of fluids internal light
directionalLight -n $fluidAndLightMainipulator;// creates light that will be the manipulator
string $fluidAndLightMainipulatorProxy = $fluidAndLightMainipulator + "Proxy";
directionalLight -n $fluidAndLightMainipulatorProxy; // creates light that will be moved by manipulator
connectAttr -f ($fluidAndLightMainipulator + ".rotate") ($fluidAndLightMainipulatorProxy + ".rotate");
setAttr -lock true ($fluidAndLightMainipulatorProxy + ".t");
setAttr ($fluidAndLightMainipulatorProxy + "Shape" + ".overrideEnabled") 1;
setAttr ($fluidAndLightMainipulatorProxy + "Shape" + ".overrideVisibility") 0;
connectAttr -f ($fluidAndLightMainipulator + ".rotate") ($fluidAndLightMainipulatorProxy + ".rotate");
setAttr -lock true ($fluidAndLightMainipulatorProxy + ".t");
setAttr ($fluidAndLightMainipulatorProxy + "Shape" + ".overrideEnabled") 1;
setAttr ($fluidAndLightMainipulatorProxy + "Shape" + ".overrideVisibility") 0;
spaceLocator -n lightLocation;
setAttr lightLocation.translate ($fluidShapeLightVector.x) ($fluidShapeLightVector.y) ($fluidShapeLightVector.z);
connectAttr -f lightLocationShape.worldMatrix[0] decomposeM.inputMatrix;
setAttr lightLocationShape.overrideEnabled 1;
setAttr lightLocationShape.overrideVisibility 0;
setAttr lightLocation.translate ($fluidShapeLightVector.x) ($fluidShapeLightVector.y) ($fluidShapeLightVector.z);
connectAttr -f lightLocationShape.worldMatrix[0] decomposeM.inputMatrix;
setAttr lightLocationShape.overrideEnabled 1;
setAttr lightLocationShape.overrideVisibility 0;
string $fluidSelectedShapeArry[0] = `listRelatives -s $fluidSelected`;
string $fluidSelectedShape = $fluidSelectedShapeArry[0];
print $fluidSelectedShape;
connectAttr -f decomposeM.outputTranslate ($fluidSelectedShape + ".directionalLight");
string $fluidSelectedShape = $fluidSelectedShapeArry[0];
print $fluidSelectedShape;
connectAttr -f decomposeM.outputTranslate ($fluidSelectedShape + ".directionalLight");
vector $indtialLocatorTranslate = `getAttr lightLocation.translate`;
float $initialRotation[] = `angleBetween -euler -v1 0 0 1 -v2 ($indtialLocatorTranslate.x) ($indtialLocatorTranslate.y) ($indtialLocatorTranslate.z)`;
setAttr ($fluidAndLightMainipulator + ".rotate") $initialRotation[0] $initialRotation[1] $initialRotation[2];
select -r lightLocation;
select -add ($fluidAndLightMainipulatorProxy);
parent;
select -add ($fluidAndLightMainipulatorProxy);
parent;
select -r fluid1_lightManipulator ;
select -add ($fluidSelected[0]) ;
parent;
select -add ($fluidSelected[0]) ;
parent;
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