Made more adjustments to sculpt. UV'd N Exported mid rez mesh with mid range displacement at 2048 (levels 2-4), and hi-rez normal map at 4096 (levels 4-6). Set up portal lights w/ blackbody lighting and physical sun n sky. created env sphere Painted dermal maps (epidermal, subdermal, back scatter, overall color) and set up maya fast skin SSS. Still a lot further to go with tweaking dermal maps and creating roughness, reflectivity, and gloss maps.
Still going to create hair, eyes, etc.
and a screenie of the current workflow
Tuesday, December 27, 2011
Tuesday, December 20, 2011
Monday, December 12, 2011
Monday, December 5, 2011
maya fluids
created my first fireball today. could this be any more fun?
haha turns out they have these pre made in maya. :p
haha turns out they have these pre made in maya. :p
Thursday, December 1, 2011
apophysis
Wow, has anyone heard of this program? Apophysis is absolutely amazing. Artist friendly fractal generation!
self port
everyone should do a self port once in a while. its been years since i have done one. Its nice to have multiple projects running together as it gives your mind a little rest from one project to the next. Really looking forward to tightening this up and getting a good render
Graphic Design for a Friend
Pulled this job off using maya, ps, and a depth pass composite. haha although i must say im not much of a graphic designer yet.
Tuesday, September 27, 2011
Caliban_Cont.
Making some progress on this sculpt.
Also some Scripting for pymel.
import maya.cmds as cmds
import maya.mel as mel
cmds.setAttr("defaultRenderGlobals.currentRenderer", "mentalRay",type="string")
def RenderMenu():
if cmds.window("RenderWindow", exists=1):
cmds.deleteUI("RenderWindow", window=1)
RenderWindow=cmds.window("RenderWindow", title="Render Options")
cmds.rowColumnLayout(numberOfColumns=1) #sets overall layout
cmds.frameLayout( label='Indirect Lighting', borderStyle='in' )
cmds.iconTextCheckBox( style='iconAndTextVertical', image1='render_envSky.png', label='Physical Sun And Sky',onc="SunSkyOn()", ofc="SunSkyOff()")
cmds.button( label='Sun And Sky Options', command="SunNSkyMenu()" )
cmds.iconTextCheckBox( style='iconAndTextVertical', image1='render_envBall.png', label='Image Based Lighting', onc="IBon()", ofc="IBoff()")
cmds.button( label='Image Based Options', command="IBLMenu()" )
cmds.frameLayout( label='Final Gather', borderStyle='in' )
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Final Gather',v1=0, onc="FGon()", ofc="FGoff()") #turns Final Gather on and off
cmds.floatSliderGrp( label='FG Weight', field=True, minValue=0.0, maxValue=100.0, fieldMinValue=0.0, fieldMaxValue=100.0, value=0 )
cmds.frameLayout( label='Global Illumination', borderStyle='in' )
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Global Illumination',v1=0, onc="GIon()", ofc="GIoff()") #turns Global Illum on and off
cmds.floatSliderGrp( label='GI Weight', field=True, minValue=0.0, maxValue=100.0, fieldMinValue=0.0, fieldMaxValue=100.0, value=0 )
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Importons',v1=0, onc="IPon()", ofc="IPoff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Irradiance Particles',v1=0, onc="IRon()", ofc="IRoff()")
cmds.frameLayout( label='Render', borderStyle='in' )
cmds.checkBoxGrp(numberOfCheckBoxes=1, label='Ambient Occlusion',v1=0, onc="AOon()", ofc="AOoff()")
cmds.floatSliderGrp( label='AO Inensity', field=True, minValue=0.0, maxValue=100.0, fieldMinValue=0.0, fieldMaxValue=100.0, value=0 )
cmds.frameLayout( label='Render', borderStyle='in' )
ImgWidth=cmds.intSliderGrp( field=1, label='Image Width', value=640, min=2, max=1920, fieldMinValue=2, fieldMaxValue=10000)
ImgHeight=cmds.intSliderGrp( field=1, label='Image Height', value=480, min=2, max=1080, fieldMinValue=2, fieldMaxValue=10000 )
DPI=cmds.floatSliderGrp(pre=0, field=1, label='Image Resolution', value=72.000, min=2.000, max=300.000, fieldMinValue=2.000, fieldMaxValue=1000.000)
cmds.floatSliderGrp( label='Overall Quality', field=True, minValue=0.0, maxValue=100.0, fieldMinValue=0.0, fieldMaxValue=100.0, value=0 ) #controls quality of render
cmds.separator( height=40, style='in' )
cmds.button(label="Render Camera One", command="RenderCam1()")
cmds.connectControl(ImgWidth, "defaultResolution.w")
cmds.connectControl(ImgHeight, "defaultResolution.h")
cmds.connectControl(DPI, "defaultResolution.dpi")
cmds.showWindow(RenderWindow)
def DPI():
cmds.setAttr("defaultResolution.dpi")
def SunNSkyMenu():
if cmds.window("SunWindow", exists=1):
cmds.deleteUI("SunWindow", window=1)
cmds.window("SunWindow", title="Sun And Sky Options")
cmds.frameLayout(label='Sun And Sky', borderStyle='in' )
Mult=cmds.floatSliderGrp( label='Light Intensity',pre=3, field=True, minValue=0.0, maxValue=2.5, fieldMinValue=0.0, fieldMaxValue=10.0, value=0 ) #controls intensity of sun
cmds.attrColorSliderGrp( at='mia_physicalsky1.ground_color')
cmds.attrColorSliderGrp( at='mia_physicalsky1.night_color')
Haze=cmds.floatSliderGrp( label='Haze', field=True, minValue=0.0, maxValue=10.0, fieldMinValue=0.0, fieldMaxValue=30.0, value=0 ) #controls intensity of haze
RBShift=cmds.floatSliderGrp( label='Red/Blue Shift', field=True, minValue=-1.0, maxValue=1.0, fieldMinValue=-10.0, fieldMaxValue=10.0, value=0 ) #controls light shift from red to blue
SunSat=cmds.floatSliderGrp( label='Saturation', field=True, minValue=0.0, maxValue=10.0, fieldMinValue=0.0, fieldMaxValue=1000.0, value=1 ) #controls sun saturation
HorizH=cmds.floatSliderGrp( label='Horizon Height', field=True, minValue=-2.0, maxValue=2.0, fieldMinValue=-2.0, fieldMaxValue=2.0, value=0 ) #controls height of horizon
HorizB=cmds.floatSliderGrp( label='Horizon Blur', field=True, minValue=-2.0, maxValue=2.0, fieldMinValue=-2.0, fieldMaxValue=2.0, value=0 ) #controls horizon blur
SunIn=cmds.floatSliderGrp( label='Sun Intensity',pre=3, field=True, minValue=0.0, maxValue=5.0, fieldMinValue=0.0, fieldMaxValue=10.0, value=0 ) #controls sun shape intensity
SunSi=cmds.floatSliderGrp( label='Sun Size', field=True, minValue=0.0, maxValue=20.0, fieldMinValue=0.0, fieldMaxValue=1000.0, value=0 ) #controls horizon height
SunGl=cmds.floatSliderGrp( label='Sun Glow', field=True, minValue=-5.0, maxValue=5.0, fieldMinValue=-100.0, fieldMaxValue=100.0, value=0 ) #controls horizon height
cmds.connectControl(Haze, "mia_physicalsky1.haze")
cmds.connectControl(RBShift, "mia_physicalsky1.redblueshift")
cmds.connectControl(SunSat, "mia_physicalsky1.saturation")
cmds.connectControl(HorizH, "mia_physicalsky1.horizon_height")
cmds.connectControl(HorizB, "mia_physicalsky1.horizon_blur")
cmds.connectControl(SunIn, "mia_physicalsky1.sun_disk_intensity")
cmds.connectControl(SunSi, "mia_physicalsky1.sun_disk_scale")
cmds.connectControl(SunGl, "mia_physicalsky1.sun_glow_intensity")
cmds.connectControl(Mult, "mia_physicalsky1.multiplier")
cmds.showWindow("SunWindow")
def AOon():
cmds.setAttr(
def IBLImport():
mel.eval('AEfilenameBrowser "AEassignFilenameCB mentalrayIblShape1.texture";')
def invertOff():
cmds.setAttr('mentalrayIblShape1.invert', 0)
def invertOn():
cmds.setAttr('mentalrayIblShape1.invert', 1)
def alphaLumOn():
cmds.setAttr('mentalrayIblShape1.alphaIsLuminance', 1)
def alphaLumOff():
cmds.setAttr('mentalrayIblShape1.alphaIsLuminance', 0)
def IBLVisOn():
cmds.setAttr ("mentalrayIblShape1.primaryVisibility", 1)
def IBLVisOff():
cmds.setAttr ("mentalrayIblShape1.primaryVisibility", 0)
def IBLEnvOn():
cmds.setAttr ("mentalrayIblShape1.visibleInEnvironment", 1)
def IBLEnvOff():
cmds.setAttr ("mentalrayIblShape1.visibleInEnvironment", 0)
def IBLSecReflOn():
cmds.setAttr ("mentalrayIblShape1.visibleInReflections", 1)
def IBLSecReflOff():
cmds.setAttr ("mentalrayIblShape1.visibleInReflections", 0)
def IBLRefrOn():
cmds.setAttr ("mentalrayIblShape1.visibleInRefractions", 1)
def IBLRefrOff():
cmds.setAttr ("mentalrayIblShape1.visibleInRefractions", 0)
def IBLFGOn():
cmds.setAttr ("mentalrayIblShape1.visibleInFinalGather", 1)
def IBLFGOff():
cmds.setAttr ("mentalrayIblShape1.visibleInFinalGather", 0)
def IBLEvoOptOn():
cmds.setAttr ("mentalrayIblShape1.overrideEnvColorFx", 1)
def IBLEvoOptOff():
cmds.setAttr ("mentalrayIblShape1.overrideEnvColorFx", 0)
def IBLInvEvoOn():
cmds.setAttr ("mentalrayIblShape1.envInvert", 1)
def IBLInvEvoOff():
cmds.setAttr ("mentalrayIblShape1.envInvert", 0)
def IBLMenu():
if cmds.window("IBLWindow", exists=1):
cmds.deleteUI("IBLWindow", window=1)
cmds.window("IBLWindow", title="Image Based Options") #creates sub windows
cmds.scrollLayout( 'scrollLayout' )
cmds.frameLayout( label='Image Based Lighting', borderStyle='out' )
cmds.frameLayout( label='General', borderStyle='in' )
cmds.button(label='Import File', command="IBLImport()")
IBLExpos=cmds.floatSliderGrp( label='Exposure', field=True, minValue=-10.0, maxValue=10.0, fieldMinValue=-10.0, fieldMaxValue=10.0, value=0 ) #controls exposure
IBLAlpha=cmds.floatSliderGrp(pre=3, label='Alpha', field=True, minValue=0.0, maxValue=1.0, fieldMinValue=-0.0, fieldMaxValue=1.0, value=.5 ) #controls alpha
cmds.connectControl(IBLExpos, "mentalrayIblShape1.hardwareExposure")
cmds.connectControl(IBLAlpha, "mentalrayIblShape1.hardwareAlpha")
cmds.attrColorSliderGrp( at='mentalrayIblShape1.colorGain')
cmds.attrColorSliderGrp( at='mentalrayIblShape1.colorOffset')
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Invert',v1=0, onc="invertOn()", ofc="invertOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Alpha Luminance',v1=0, onc="alphaLumOn()", ofc="alphaLumOff()")
cmds.frameLayout( label='Render Stats', borderStyle='in' )
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visibility',v1=1, onc="IBLVisOn()", ofc="IBLVisOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visible As Evnironment',v1=1, onc="IBLEnvOn()", ofc="IBLEnvOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visible Secondary Reflections',v1=1, onc="IBLSecReflOn()", ofc="IBLSecReflOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visible In Refractions',v1=1, onc="IBLRefrOn()", ofc="IBLRefrOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visible In Final Gather',v1=1, onc="IBLFGOn()", ofc="IBLFGOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Adjust Environment Color',v1=0, onc="IBLEvoOptOn()", ofc="IBLEvoOptOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Invert',v1=0, onc="IBLInvEvoOn()", ofc="IBLInvEvoOff()")
cmds.attrColorSliderGrp( at="mentalrayIblShape1.envColorGain")
cmds.attrColorSliderGrp( at="mentalrayIblShape1.envColorOffset")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Adjust Final Gather Color',v1=0, onc="IBLFGColOn()", ofc="IBLFGColOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Invert',v1=0, onc="IBLFGColInvOn()", ofc="IBLFGColInvOff()")
cmds.attrColorSliderGrp( at="mentalrayIblShape1.fgColorGain")
cmds.attrColorSliderGrp( at="mentalrayIblShape1.fgColorOffset")
IBLFGFilter=cmds.floatSliderGrp(pre=3, label='Filter Size', field=True, minValue=0.0, maxValue=1.0, fieldMinValue=0.0, fieldMaxValue=5.0, value=0.005 )
cmds.connectControl(IBLFGFilter, "mentalrayIblShape1.fgFilterSize")
cmds.frameLayout( label='Light Emission', borderStyle='in' )
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Emit Light',v1=0, onc="IBLEmitOn()", ofc="IBLEmitOff()")
IBLEmitFocVar=cmds.floatSliderGrp(pre=3, label='Vary Light Focus', field=True, minValue=0.0, maxValue=1.0, fieldMinValue=0.0, fieldMaxValue=5.0, value=0.800 )
cmds.connectControl(IBLEmitFocVar, "mentalrayIblShape1.jitter")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Disable Back Lighting',v1=1, onc="IBLskipBackOn()", ofc="IBLskipBackOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Emit Diffuse',v1=1, onc="IBLemitDiffuseOn()", ofc="IBLemitDiffuseOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Emit Specular',v1=1, onc="IBLemitSpecularOn()", ofc="IBLemitSpecularOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Ray Trace Shadows',v1=1, onc="IBLuseRayTraceShadowsOn()", ofc="IBLuseRayTraceShadowsOff()")
cmds.attrColorSliderGrp( at="mentalrayIblShape1.shadowColor")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Adjust Light',v1=0, onc="IBLAdjLightColOn()", ofc="IBLAdjLightColOff()")
cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Invert',v1=0, onc="IBLAdjLightINVOn()", ofc="IBLAdjLightINVOff()")
cmds.attrColorSliderGrp( at="mentalrayIblShape1.lightColorGain")
cmds.attrColorSliderGrp( at="mentalrayIblShape1.lightColorOffset")
cmds.showWindow("IBLWindow")
def IBLAdjLightINVOn():
cmds.setAttr("mentalrayIblShape1.lightInvert", 1)
def IBLAdjLightINVOff():
cmds.setAttr("mentalrayIblShape1.lightInvert", 0)
def IBLAdjLightColOn():
cmds.setAttr("mentalrayIblShape1.overrideLightColorFx", 1)
def IBLAdjLightColOff():
cmds.setAttr("mentalrayIblShape1.overrideLightColorFx", 0)
def IBLskipBackOn():
cmds.setAttr("mentalrayIblShape1.skipBack", 1)
def IBLskipBackOff():
cmds.setAttr("mentalrayIblShape1.skipBack", 0)
def IBLemitDiffuseOn():
cmds.setAttr("mentalrayIblShape1.emitDiffuse", 1)
def IBLemitDiffuseOff():
cmds.setAttr("mentalrayIblShape1.emitDiffuse", 0)
def IBLemitSpecularOn():
cmds.setAttr("mentalrayIblShape1.emitSpecular", 1)
def IBLemitSpecularOff():
cmds.setAttr("mentalrayIblShape1.emitSpecular", 0)
def IBLuseRayTraceShadowsOn():
cmds.setAttr("mentalrayIblShape1.useRayTraceShadows", 1)
def IBLuseRayTraceShadowsOff():
cmds.setAttr("mentalrayIblShape1.useRayTraceShadows", 0)
def IBLEmitOn():
cmds.setAttr("mentalrayIblShape1.emitLight", 1)
def IBLEmitOff():
cmds.setAttr("mentalrayIblShape1.emitLight", 0)
def IBLFGColOn():
cmds.setAttr("mentalrayIblShape1.overrideFgColorFx", 1)
def IBLFGColOff():
cmds.setAttr("mentalrayIblShape1.overrideFgColorFx", 0)
def IBLFGColInvOn():
cmds.setAttr("mentalrayIblShape1.fgInvert", 1)
def IBLFGColInvOff():
cmds.setAttr("mentalrayIblShape1.fgInvert", 0)
def SunSkyOn():
mel.eval("miCreateSunSky;")
def SunSkyOff():
mel.eval("miDeleteSunSky; refreshAE; miUpdateSunSky;")
if cmds.window("SunWindow", exists=1):
cmds.deleteUI("SunWindow", window=1) #creates and deletes Physical Sun N Sky
def IBon():
mel.eval("miCreateIbl;")
def IBoff():
mel.eval("miDeleteIbl; refreshAE; miUpdateIbl;")
if cmds.window("IBLWindow", exists=1):
cmds.deleteUI("IBLWindow", window=1) #creates and deletes Image Based Lighting
def FGon():
cmds.setAttr ("miDefaultOptions.finalGather", 1)
def FGoff():
cmds.setAttr ("miDefaultOptions.finalGather", 0) #turns Final Gather on and off
def GIon():
cmds.setAttr ("miDefaultOptions.globalIllum", 1)
def GIoff():
cmds.setAttr ("miDefaultOptions.globalIllum", 0) #turns Global Illumination on and off
def IRon():
mel.eval('setAttr -type "string" miDefaultOptions.stringOptions[14].value "true";')
def IRoff():
mel.eval('setAttr -type "string" miDefaultOptions.stringOptions[14].value "false";')
def IPon():
mel.eval('setAttr -type "string" miDefaultOptions.stringOptions[3].value "true";')
def IPoff():
mel.eval('setAttr -type "string" miDefaultOptions.stringOptions[3].value "false";')
def RenderCam1():
mel.eval('renderWindowRenderCamera render renderView camera1;')
Tuesday, September 20, 2011
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