Sunday, October 21, 2012
Sunday, October 7, 2012
Pixar Opensabdiv
I compiled Pixar Opensabdiv examples. This is an amazing tool and also a good example of using GLSL with MAYA plugin.
Unfortunately a subdivs sometimes disappears if I increase the shadrs level of subdivision.
Unfortunately a subdivs sometimes disappears if I increase the shadrs level of subdivision.
Thursday, January 12, 2012
Tuesday, October 11, 2011
Sunday, October 2, 2011
renderman: displacment with overlapping in progress
Actually I develop displacement shader with overlapping the top and bottom surface parts.
Monday, September 12, 2011
Sunday, September 11, 2011
Tuesday, September 6, 2011
Wednesday, August 31, 2011
Tuesday, August 30, 2011
Sunday, August 28, 2011
Saturday, August 27, 2011
Production Video Editor
This is the special tool for manage production, vewing and simple editing of sequences.
It is part of the total animation production management system "Atmosphere" that I develop with Andrew Chernysh . It's coded on PyQT. Work in progress.
Tuesday, August 23, 2011
Tricks with standart input/output and the renderman shader compiler
Did you know that renderman shader compiler support the standart unix pipe?
I am looking for a way to rapidly develop co-shaders containing helpers data.
And I found a way that suits me.
in bash command line:
echo 'class test(float kd=0.7; float ks=0.1; color diffuse = color(1,0,0)){}' | shader -o /myProj/myShader.slo
echo 'class test(){ struct _data {varying float kd=0.7; varying float ks=0.1; varying color diffuse = color(1,0,0);}}' | shader -o /myProj/myShader.slo
in Maya mel:
system("echo 'class test(float kd=0.7; float ks=0.1; color diffuse = color(1,0,0)){}' | shader -o /myProj/myShader.slo");
or:
string $HelperContent = "'class test(float kd=0.7; float ks=0.1; color diffuse = color(1,0,0)){}'";
string $ShaderObject = "/myProj/myShader.slo";
system("echo "+$HelperContent+"|shader -o "+$ShaderObject);
in Maya python:
import os
os.system("echo 'class test(float kd=0.7; float ks=0.1; color diffuse = color(1,0,0)){}' | shader -o /myProj/myShader.slo")
I am looking for a way to rapidly develop co-shaders containing helpers data.
And I found a way that suits me.
in bash command line:
echo 'class test(float kd=0.7; float ks=0.1; color diffuse = color(1,0,0)){}' | shader -o /myProj/myShader.slo
echo 'class test(){ struct _data {varying float kd=0.7; varying float ks=0.1; varying color diffuse = color(1,0,0);}}' | shader -o /myProj/myShader.slo
in Maya mel:
system("echo 'class test(float kd=0.7; float ks=0.1; color diffuse = color(1,0,0)){}' | shader -o /myProj/myShader.slo");
or:
string $HelperContent = "'class test(float kd=0.7; float ks=0.1; color diffuse = color(1,0,0)){}'";
string $ShaderObject = "/myProj/myShader.slo";
system("echo "+$HelperContent+"|shader -o "+$ShaderObject);
in Maya python:
import os
os.system("echo 'class test(float kd=0.7; float ks=0.1; color diffuse = color(1,0,0)){}' | shader -o /myProj/myShader.slo")
Wednesday, July 27, 2011
Renderman rerendering - Camera Edits
Actually I continue my connector maya to renderman rerendering. Work in progress.
Monday, June 20, 2011
PlayBlaster
This video illustrate the "PlayBlaster" script for the production of animation playblasts with labels by one button-click. The Playblaster was writed for production pipeline of "Frogs Paradise" feature animation film. Animation by Marat Davletshin
PlayBlaster Tool from Alex Mirgorodsky on Vimeo.
PlayBlaster Tool from Alex Mirgorodsky on Vimeo.
Sunday, May 29, 2011
Sunday, March 13, 2011
Renderman RSL DSO Plugin for quering progress rendering
I tested the new RenderMan Interface Control lib for the getting progress rendering
in shader calculating environment. The new Ric API include function RtInt RicGetProgress()
for returns percentage progress of rendering.
I wrote the little DSO with float function returns progress during rendering:
in shader calculating environment. The new Ric API include function RtInt RicGetProgress()
for returns percentage progress of rendering.
I wrote the little DSO with float function returns progress during rendering:
Saturday, March 12, 2011
If Maya Python doesn't find your package
I am often faced with the problem - maya dont finded pakage modules
even path to the module present in PYTHONPATH environment variable.
And in feedback return something like this:
import LightZeppelin # Error: ImportError: line 1 of <maya console>: No module named LightZeppelin #Early I solved this problem with
import sys sys.path.append('myPath to package')This is just work. But there is one more solution for this problem:
create your own *.pth file in $MAYA_LOCATION/lib/python2.6/site-packages directory
In my case - this is LightZeppelin.pth file contained one string - full path to DIRECTORY conteined "LightZeppelin" package.
This is very important. For example, if your pakage placed by /my_toolkit/my_subfolder/my_package
then in *.pth Your must write:
/my_toolkit/my_subfolder/
And after this one maya python finded your "my_package" by
import my_package
Friday, February 4, 2011
HotOcean for MAYA 2010 Linux GCC 4.1
hotOcean_Maya2010_LinuxGCC4.1.zip
I recompile HotOcean For MAYA 2010 GCC 4.1
For using it needs installed the fftw3 libs. In OpenSuse 11.2 fftw3 coming with standart repository.
Wednesday, January 12, 2011
some errors in the shader code
I made some errors in the shader code
Firstly - I think it's better:
Firstly - I think it's better:
shader lights[] = getlights("category",Category);than:
getvar(lights[i], "__category", __category); if(__category == Category) { push(categoryLights, lights[i]); ...............................Secondly - to call the shaders in construt () method
- generally a bad idea if we want to use pixar relighting technology.
I think normally calling light co-shaders in lighting() method.
Tuesday, January 4, 2011
Friday, December 3, 2010
Lighting Works (From Old Projects)
Lighting_work1(Old Projects) from Alex Mirgorodsky on Vimeo.
PS - First shot lighting work by Dmitry Fedotov
Saturday, November 6, 2010
Wednesday, October 20, 2010
Little Shell Scripting
1. Converting all .tif in directory to .tex files name: convert_tif_tex.sh content:
#!/bin/bash for i in *.tif; do txmake -mode periodic -verbose "$i" "${i%.tif}.tex"; done
2. Downscaling geometry size all .tif files to 25% of original images. It making by "mogrify" utility - the part of ImageMagick pack. name : mogrify_25prct_tif.sh content:
#!/bin/bash for i in *.tif; do mogrify -geometry 25% "$i" ; done
3. Converting .ui files from QTDesigner to PyQt .py name: ui2py.sh content:
#!/bin/bash name=`basename $1 .ui` echo "------- $name ------" pyuic4 ./$1 -o ./$name.py
Monday, October 18, 2010
Wednesday, October 13, 2010
Friday, August 27, 2010
Thursday, July 22, 2010
Monday, July 12, 2010
Monday, July 5, 2010
Saturday, July 3, 2010
Compiling the HotOcean deformer for the MAYA2008
This is operation i use for compiling HotOcean plugin writed by Igor Žanić
source code of HotOcean located: http://sites.google.com/site/igorvfxsite/igorfx
Tuesday, June 29, 2010
Musion Box on AtomExpo2010
Monday, June 28, 2010
Sunday, June 27, 2010
Wednesday, June 9, 2010
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