2014年2月8日 星期六
nb_MariTools 1.0 from Nicholas Breslow
nb_MariTools 1.0 from Nicholas Breslow on Vimeo.
https://vimeo.com/86082496
http://nbreslow.com/nbmaritools
2014年1月15日 星期三
mask3d node
set cut_paste_input [stack 0]
version 7.0 v10
push $cut_paste_input
Group {
name mask3d
selected true
xpos 1457
ypos -418
addUserKnob {20 User}
addUserKnob {18 pos l Position t "Select the colour that corresponds to the position you want."}
pos {5.994726658 48.59552765 6.745039463}
addUserKnob {13 rad l Radius}
rad {0.7 {rad.x} {rad.x}}
addUserKnob {7 fall l "Falloff Exponent" R 1 10}
fall 3.25
addUserKnob {7 gain l Hardness}
gain 0.54
}
Input {
inputs 0
name __POS_INPUT__
xpos 95
ypos 536
}
Expression {
temp_name0 distR
temp_expr0 (Br-parent.pos.r)/rad.x
temp_name1 distG
temp_expr1 (Bg-parent.pos.g)/rad.y
temp_name2 distB
temp_expr2 (Bb-parent.pos.b)/rad.z
temp_name3 len
temp_expr3 sqrt((distR*distR)+(distG*distG)+(distB*distB))
expr0 pow(1-len,fall)
expr1 pow(1-len,fall)
expr2 pow(1-len,fall)
expr3 pow(1-len,fall)
name __POSITION_KEY__
xpos 95
ypos 597
}
Clamp {
channels rgba
name Clamp1
xpos 95
ypos 641
}
Group {
name Perlin_gain
help "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."
tile_color 0xcc9d6d00
xpos 95
ypos 686
addUserKnob {20 "" l User}
addUserKnob {7 realGain l "Perlin Gain function" t "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."}
realGain {{parent.gain}}
}
Input {
inputs 0
name Input1
selected true
xpos 130
ypos -89
}
Expression {
temp_name0 gain
temp_expr0 parent.realGain
temp_name1 lum
temp_expr1 "0.2125*Br + 0.7154*Bg + 0.0721*Bb"
temp_name2 val
temp_expr2 .5*((lum<.5)?((1-gain)>0?pow(2*lum,log(1-gain)/log(0.5)):0):2-((1-gain)>0?pow(2-2*lum,log(1-gain)/log(0.5)):0))
expr0 r>1?r:r*(val/(lum+0.00001))
expr1 g>1?g:g*(val/(lum+0.00001))
expr2 b>1?b:b*(val/(lum+0.00001))
name KPGain
tile_color 0xd47f3b00
label "TRUE GAIN\nFUNCTION"
xpos 130
ypos -24
addUserKnob {20 "" l User}
}
Output {
name Output1
xpos 130
ypos 98
}
end_group
Clamp {
channels rgba
name Clamp2
selected true
xpos 95
ypos 731
}
Output {
name Output1
xpos 95
ypos 839
}
end_group
version 7.0 v10
push $cut_paste_input
Group {
name mask3d
selected true
xpos 1457
ypos -418
addUserKnob {20 User}
addUserKnob {18 pos l Position t "Select the colour that corresponds to the position you want."}
pos {5.994726658 48.59552765 6.745039463}
addUserKnob {13 rad l Radius}
rad {0.7 {rad.x} {rad.x}}
addUserKnob {7 fall l "Falloff Exponent" R 1 10}
fall 3.25
addUserKnob {7 gain l Hardness}
gain 0.54
}
Input {
inputs 0
name __POS_INPUT__
xpos 95
ypos 536
}
Expression {
temp_name0 distR
temp_expr0 (Br-parent.pos.r)/rad.x
temp_name1 distG
temp_expr1 (Bg-parent.pos.g)/rad.y
temp_name2 distB
temp_expr2 (Bb-parent.pos.b)/rad.z
temp_name3 len
temp_expr3 sqrt((distR*distR)+(distG*distG)+(distB*distB))
expr0 pow(1-len,fall)
expr1 pow(1-len,fall)
expr2 pow(1-len,fall)
expr3 pow(1-len,fall)
name __POSITION_KEY__
xpos 95
ypos 597
}
Clamp {
channels rgba
name Clamp1
xpos 95
ypos 641
}
Group {
name Perlin_gain
help "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."
tile_color 0xcc9d6d00
xpos 95
ypos 686
addUserKnob {20 "" l User}
addUserKnob {7 realGain l "Perlin Gain function" t "This is an implementation of Ken Perlin's gain function. It boosts micro-contrast (acutance, in photographic terms) without clipping. When set to 0.5, it has no effect. When >0.5, gain is boosted; when <.5, gain is muted. Only luminance is affected; not hue nor saturation. Superwhites remain untouched."}
realGain {{parent.gain}}
}
Input {
inputs 0
name Input1
selected true
xpos 130
ypos -89
}
Expression {
temp_name0 gain
temp_expr0 parent.realGain
temp_name1 lum
temp_expr1 "0.2125*Br + 0.7154*Bg + 0.0721*Bb"
temp_name2 val
temp_expr2 .5*((lum<.5)?((1-gain)>0?pow(2*lum,log(1-gain)/log(0.5)):0):2-((1-gain)>0?pow(2-2*lum,log(1-gain)/log(0.5)):0))
expr0 r>1?r:r*(val/(lum+0.00001))
expr1 g>1?g:g*(val/(lum+0.00001))
expr2 b>1?b:b*(val/(lum+0.00001))
name KPGain
tile_color 0xd47f3b00
label "TRUE GAIN\nFUNCTION"
xpos 130
ypos -24
addUserKnob {20 "" l User}
}
Output {
name Output1
xpos 130
ypos 98
}
end_group
Clamp {
channels rgba
name Clamp2
selected true
xpos 95
ypos 731
}
Output {
name Output1
xpos 95
ypos 839
}
end_group
Enable the mip production shader in Maya mentalRay
The
Mental Ray production shaders are hidden by default. mip_* mib_* mia_*
Simply
go to your script editor, type in:
optionVar
-intValue "MIP_SHD_EXPOSE" 1;
Also
check out info on the finest in Mental Ray websites from Zap
http://mentalraytips.blogspot.com.br/2007/10/production-shaders-hidden-treasures-of.html
To
find more info you can always search "Mental Ray production shaders"
as well as read the 2013 Mental Ray production manual online.
http://docs.autodesk.com/MENTALRAY/2013/ENU/mental-ray-help/
2013年3月25日 星期一
2011年8月8日 星期一
Oren–Nayar reflectance model
mia_material
Diffuse:
http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
Reflection:
Auto link reflections and "highlights" together!
In real world, the Glossy Highlight (we normally talk about "Specalur") is the reflection of light source
Anisotropy:
BRDF: design your own BRDF curve
Engery Conservation rules:
>Transparency "wins" over Diff
>Reflection "wins" over Diffuse+Transparency
>Translucency(半透明) is percentage of Transparency
Diffuse:
http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
Reflection:
Auto link reflections and "highlights" together!
In real world, the Glossy Highlight (we normally talk about "Specalur") is the reflection of light source
Anisotropy:
BRDF: design your own BRDF curve
Engery Conservation rules:
>Transparency "wins" over Diff
>Reflection "wins" over Diffuse+Transparency
>Translucency(半透明) is percentage of Transparency
Practical meaning of above:
>Reflection act as "coating" above transparency+diffuse
>Translucency acts as a "type" of transparency
http://www.mentalimages.com/fileadmin/user_upload/PDF/arch_and_design.pdf
http://www.mentalimages.com/fileadmin/user_upload/PDF/arch_and_design.pdf
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