PROVIDE3D
11-14-2003, 12:51 PM
Here's a preview of our new set of Plug-Ins 'mr_cpvTranslator'
and 'mr_cpvData' that will allow Maya users to bake and render
vertex colors in Maya's mental ray.
'mr_cpvTranslator' Plug-In allows the automatic translation
of vertex colors data during the baking of mesh surfaces.
See the new option box available in the Maya's 'mental ray
baking' interface:
http://public.provide3d.com/files/misc/test_mr_cpvData_BAKE_demo_01.jpg
This custom vertex data is stored in the mesh in order to
be readed by the 'mr_cpvData' mental ray shader. A single
'mr_cpvData' node connected to a surface shader is capable
of rendering multiple surfaces. See the following image:
http://public.provide3d.com/files/misc/test_mr_cpvData_BAKE_demo_02.jpg
The last image shows the final result. The vertex colors were
retrieved during rendering and interpolated by the 'mr_cpvData'
mental ray shader in order to fill each face:
http://public.provide3d.com/files/misc/test_mr_cpvData_BAKE_demo_03.jpg
--
On our modest PC: PIII 450 MHZ - 256 MB RAM; the baking took
98 mins. The vertex colors rendering took 25 seconds @ 1024x768.
ADVANTAGES:
- Fast Rendering.
- Very usefull for those who need to render big environments.
- All the vertex color data is stored in the geometry (mesh node).
- Avoids to manage a large amount of texture files.
- A SINGLE shader is capable of rendering multiple surfaces.
CREDITS:
- Original Scene and Rendering settings by Jared Martin:
http://www.jozvex.com/tutorials/fg2.html
--
Regards,
Martin
Martin Leguizamon
PROVIDE3D Developments
http://www.provide3d.com - contact@provide3d.com
and 'mr_cpvData' that will allow Maya users to bake and render
vertex colors in Maya's mental ray.
'mr_cpvTranslator' Plug-In allows the automatic translation
of vertex colors data during the baking of mesh surfaces.
See the new option box available in the Maya's 'mental ray
baking' interface:
http://public.provide3d.com/files/misc/test_mr_cpvData_BAKE_demo_01.jpg
This custom vertex data is stored in the mesh in order to
be readed by the 'mr_cpvData' mental ray shader. A single
'mr_cpvData' node connected to a surface shader is capable
of rendering multiple surfaces. See the following image:
http://public.provide3d.com/files/misc/test_mr_cpvData_BAKE_demo_02.jpg
The last image shows the final result. The vertex colors were
retrieved during rendering and interpolated by the 'mr_cpvData'
mental ray shader in order to fill each face:
http://public.provide3d.com/files/misc/test_mr_cpvData_BAKE_demo_03.jpg
--
On our modest PC: PIII 450 MHZ - 256 MB RAM; the baking took
98 mins. The vertex colors rendering took 25 seconds @ 1024x768.
ADVANTAGES:
- Fast Rendering.
- Very usefull for those who need to render big environments.
- All the vertex color data is stored in the geometry (mesh node).
- Avoids to manage a large amount of texture files.
- A SINGLE shader is capable of rendering multiple surfaces.
CREDITS:
- Original Scene and Rendering settings by Jared Martin:
http://www.jozvex.com/tutorials/fg2.html
--
Regards,
Martin
Martin Leguizamon
PROVIDE3D Developments
http://www.provide3d.com - contact@provide3d.com
