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DeexFastBuffersOutput for Maya 1.5.0 (maya script)

Output all buffers from *_x or *_x_passes quickly

License
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555 Downloads

Compatibility

  • 2010, 9.x, 2009, 2008, 8.x

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:11/25/2009
Last Modified:12/16/2009
File Size: 22 KB
This script is very easy. You want to output your buffers from your mia_material_x or mia_material_x_passes or mi_car_paint_phen_x or mi_car_paint_phen_x_passes or mi_metallic_paint_x or mi_metallic_paint_x_passes or misss_fast_shader_x or misss_fast_shader_x_passes shader ?

But the problem is :
- when you use writeToColor buffer, there is a bug and your render is multiplied by 6-7
- legacy buffers is difficult to use
- no ctrl_buffers for Maya >= 2009

Solution : use specials channels from p_megaTk shader.

You must have p_shaders pack installed.
You can donwload shaders pack here :
https://www.puppet.tfdv.com/download/shaders_p_e.shtml
Now, use my script.
Here the thread on Cgtalk :
https://forums.cgsociety.org/showthread.php?f=87&t=828928&page=1&pp=15
Don't forget to create your dummy object with the "p_MegaTK_pass" shader in the geometry of your object, and check the correct "specialChannel".

Update 1.1 :
- create dummy cube in one click.

Update 1.2 :
- linear workflow supported. Add gamma gain after fileNode and
"ambient", "additional_color", "back_sss_color", "base_color", "diffuse_color", "diffuse", "edge_color", "front_sss_color", "lit_color", "refl_falloff_color", "refr_falloff_color", "refr_trans_color", "flake_color", "dirt_color" slot of a material.Watch picture.

Update 1.3:
- add custom pass : custom occlusion, perfectZdeph (with detection of reflection and refraction), facingRatio
- fixing little bug

Update 1.4 :
- add new feature : renderLayer mode. When you activate this mode, you can create a pass (diffuse, spec, custom occlusion...) just on the actual renderLayer (for preview, for add customPass like perfectZdeph..) !

Update 1.5 :
- fix a bug with Maya version <= to 2008
- add news custom pass : custom blinn pass (for specular) and shadow pass !
(there isn't shadow pass for *_x shaders, no there is;) ).


Please use the Bug System to report any bugs.
Please use the Feature Requests to give me ideas.
Please use the Support Forum if you have any questions or problems.
Please rate and review in the Review section.

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