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Mathematic Nodes 1.1.0
Mathematic Nodes for Maya
Login to add a Bookmark 5 votes for an average rating of 4.60

 

UPDATED:   11/08/07  
FILE SIZE:  270 KB  
DOWNLOADED:  5,794  
HOMEPAGE:   http://www.cgdna.com
LICENSE TYPE:   Freeware
PLATFORMS:    Windows  Linux
Maya Versions:   7.x, 8.x
OWNER:   xDreamer    Author Name:  Morteza
User Comments
1. Mac version?
2. any chance for mac?
3. Now Support 2008 Win64 & Linux
4. Great Plug-in morteza
5. Mathematic Node

 

DETAILS:

Mathematic Nodes

It is set of Mathematic Nodes for Maya. It allows you to control your shading Network, Key frame and Procedural Animation, Character and vehicles Rigs, ... based on Mathematic functions without writing expression.

With these nodes you can convert your expression to Maya Standard nodes. This gives you faster evaluation of DG Network (most of the time).

 

more detail on www.cgdna.com

 

 

Installing Mathematic Nodes     

Platform: 2000/XP

  • Unzip the package.
     
  • Copy contents of [AETemplates] to [Program FilesAutodesk or AliasMayax.xscriptsAETemplates]
     
  • Copy contents of [Plug-ins] to [Program FilesAutodesk or AliasMayax.xbinplug-ins]
     
  • Copy contents of [icons] to [My DocumentsMayax.xprefsicons]
     
  • Start Maya
     
  • Open Maya Plug-in Manager (Menu Window > Settings and Preferences > Plug-in Manager ...)
     
  • From List, find mathNodeLib.mll and activate it.
     
  • Open Hypershade window (Menu Window > Rendering Editors > Hypershade)
     
  • Open "General Utilities". if everything was correct now you should see additional mathematic nodes.
     

Platform: Linux 

  • Unzip the package
     

  • Copy contents of [AETemplates] to [usrAutodeskMayax.xscriptsAETemplates]
     

  • Copy contents of [Plug-ins] to [usrAutodeskMayax.xbinplug-ins]
     

  • Copy contents of [icons] to [usrAutodeskMayax.xicons]
     

  • Start Maya
     

  • Open Maya Plug-in Manager (Menu Window > Settings and Preferences > Plug-in Manager ...)
     

  • From List, find mathNodeLib_xx_xx.so and activate it.
     

  • Open Hypershade window (Menu Window > Rendering Editors > Hypershade)
     

  • Open "General Utilities". if everything was correct now you should see additional mathematic nodes.

 

 

Mathematic Nodes Description

 

The Angular utility node allows you to calculate the value to radian/degree/minutes/seconds.
All the input and output attributes have x, y, and z, components. If you just want to work with single values, then just use one of the x, y, or z channels.

type could be :

0: radian (default)
1: degree
2: minutes
3: seconds

 

Calculating instant and constant speed of animcurve based on given input time.

type could be :

0: no operation - inputCurve value pass through node with no changes.
1: speed - Returns speed of animcurve based on time.

 

tip: Connect particular Animcurve.output to inputCurve parameter

 

The Curvefunc node lets you make smooth, incrementing transition between values.

type could be :

0: no operation - input value(s) pass through node with no changes

1: linstep
(default) - Calculates a value from 0 to 1 that represents a parameter's proportional distance between a min and max value

2: smoothstep - Calculates a value from 0 to 1 that represents a parameter's proportional distance between a min and max value. The smoothstep works like the linstep, except it increases values more quickly near the middle values between the min and max value. The function uses hermite interpolation between min and max value.


The Exponential Node lets you calculate some exponential values including exp, log, log10, sqrt.  type could be :

0: no operation - input value(s) pass through node with no changes

1: exp
(default) - Calculates 'e' raise it to the power of a number, e^number. The predefined variable 'e' is the base of the natural logarithm, which is 2.718.

2: log - Calculates the natural logarithm of a number, logenumber. the natural logarithm uses the constant 'e', which is 2.718.

3: log10 - Calculates the log base 10 of a number.

4: sqrt -
Calculates the square root of a positive number.

 

 

The Limit Node is a math function that imposes limits on values.

type could be :

0: no operation - input value(s) pass through node with no changes


1: abs

 

(default) - Calculates the absolute value(s) of input. The absolute value of an integer or floating point is the number without its positive or negative sign.

2: ceil - Calculates a value rounded to the smallest integer value greater that or equal to a floating point number.

3: floor - Calculates a value rounded to the largest integer less than o equal to a floating point number.

4: sign -
Calculates one of three values representing the sign of a value. Return -1 if the number is negative, 1 if positive, 0 if 0.

5: trunc -
Returns whole number part of a floating point number.

6: fraction -
Returns fraction part of floating point number.


 
 

Returns Minimum or Maximum value of animcurve keyframes.

type could be :

0: no operation - inputCurve value pass through node without any changes.
1: min - returns Minimum value of inputCurve key frames.
2: max -
returns Maximum value of inputCurve key frames.

tip: Connect particular Animcurve.output to inputCurve parameter


 

The Limit Min Max Node finds minimum and maximum of value(s).

This node actually has different input attributes for using  different kinds of data. For simple numbers, you use the Input1D attribute and get the result from Output1D. For 2d attributes, such as UV coordinates, you use the Input2D attribute and get the result from Output2D. For 3d attributes, like vectors or colors or 3d coordinates, you use the Input3D attribute and get the result from the Output3D attribute.

 type could be :

0: no operation - input value(s) pass through node without any changes.

1: min
(default) - find minimum value(s) of input

2: max - find maximum value(s) of input

 

The Trigonometric Node returns trigonometric value(s) or input, including sine, sine hyperbolic, arc sine, cosine, cosine hyperbolic, arc cosine, tangent, tangent hyperbolic, arc tagent

 type could be :

0: no operation - input value(s) pass through node without any changes
1: sin
(default)
2: sin hyperbolic
3: arc sin
4: cos
5: cos hyperbolic
6: arc cos
7: tan
8: tan hyperbolic
9: arc tan

.

Login to add a Bookmark 5 votes for an average rating of 4.60

 


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