PMM version 1.5

Making improvements, adding functionality and stuff.
I'm really getting sucked into this.







































Quick update:

-The mule shaders auto update when the MR shaders are tweaked, so it doesn't matter if you change the textures or colors, the mule will stay current (might post a vid on that).
-The "screen composite" attribute will be unchecked automatically on all SSS shaders.
-When camera, area lights, and portal lights are created, a new panel for positioning and framing is created instead of taking over the current persp panel.
-The camera searches for any existing photographic exposure shader and attaches it, if not, it creates one and it checks for sky shaders too.
-The rename textures script names file texture nodes according to their system names and sets some filter attributes.
-The match FG to Raytrace basically grabs current raytrace settings and uses those values for FG tracing to avoid things like black glass for example.

*Will possibly add a caustic light feature.

The De-gamma shaders script supports:

mia_material
mia_material_x
mia_material_x_passes

mi_metallic_paint
mi_metallic_paint_x
mi_metallic_paint_x_passes
mi_car_paint_phen1
mi_car_paint_phen_x
mi_car_paint_phen_x_passes

misss_fast_simple_maya
misss_fast_skin_maya
misss_fast_shader
misss_fast_shader_x
misss_fast_shader_x_passes

The SSS shaders were the most pain in the ass ones to script because they differ a bit.







Still polishing and testing but so far so good.

5 comments:

  1. Wait, can we download this? X-D

    ReplyDelete
  2. Lol no, not yet, still squeezing in some work on it.

    ReplyDelete
  3. This is looking good even though im not entirely sure what it does...:/

    ReplyDelete
  4. It's an interface to access some scripts for getting over the gamma hurdles in Maya Mental Ray linear lighting workflow and to generally make my life easier. --->>A post I did on it

    ReplyDelete

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