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Pixero
01-12-2006, 08:22 PM
Here is my first Maya software render shader JS Multi Layers.
(A port of my Mentalray shader with the same name.)

JSMultiLayers is a Maya software render material shader that works like photoshop layers.
Assign JSMultiLayers as the objects material and connect other materials and textures to the different layers to build your layered material.
It has 10 layers with opacity and 19 different blend modes.
You can also control each layers alpha channel with 4 alpha modes.

http://www.pixero.com/bilder/pics/JSMultiLayers1.jpg

http://www.pixero.com/bilder/pics/JSMultiLayers2.jpg

http://www.pixero.com/bilder/pics/JSMultiLayers3.jpg


Enjoy! :)

AndersEgleus
01-12-2006, 08:32 PM
Thanks!!! Great contribution.

Hamburger
01-12-2006, 10:55 PM
Thanks Pixero!

SirRender
01-13-2006, 01:14 AM
That's super cool!

Thank you very much.

Julius
01-13-2006, 01:37 AM
Thankyou very much! :bounce:

Pixero
01-13-2006, 09:47 PM
It now includes versions for Maya 6.0, 6.5 and 7.0.

brendan_orr
01-14-2006, 02:27 PM
Bah, Windows only :\

Oh well, thank you anyway for your generous contributions (and thank you especially for releasing Linux versions! :) )

Pixero
01-16-2006, 01:15 PM
Added JS Normal Mapper.
(A Maya software renderer version of my MR shader with the same name.)
JS Normal Mapper is a tangent space normal map shader that works like the "famous" headus setup. Initial tests shows it renders in about a third of the time the headus setup does. :thumbsup:
Versions for Maya 6.0, 6.5 and 7.0.


http://www.pixero.com/bilder/pics/nm_setup.jpg

http://www.pixero.com/bilder/pics/JSNormalMapper_interface.jpg


Enjoy! :)

bradw
01-16-2006, 05:12 PM
sweet networks Jan! (as always!)
:applause: :buttrock: :thumbsup:

daddyo
01-16-2006, 07:22 PM
And the light parted the darkness of the sky, and Jan's multilayer shaders descended from the heavens... Angels were singing...

This is pretty much how I feel about it. Many thanks :)

Pixero
01-16-2006, 07:46 PM
And the light parted the darkness of the sky, and Jan's multilayer shaders descended from the heavens... Angels were singing...



LOL. :applause:
Thanks.


I was wondering...has anyone with Turtle or Renderman for Maya tried them? Do they work?
Isnt Turtle and RMfM able to use Maya shaders?

Just curious.

Sharky0815
01-16-2006, 07:49 PM
Thank you!

It would be really great if you could get around to do linux versions. And thanks für providing said versions for most of the other shaders on your site!

Take care

Pixero
01-16-2006, 07:54 PM
I dont have Linux so I would need help compiling them.

SirRender
01-16-2006, 08:30 PM
Pixero


Is it possible to use both the software and mental ray versions of JS Multi Layers at the same time? I'm not saying in the same shading network, but installed at the same time and applied to different objects in the same scene?

Thanks.

meshman
01-16-2006, 08:53 PM
I will check if it works with RFM

Pixero
01-16-2006, 09:02 PM
Is it possible to use both the software and mental ray versions of JS Multi Layers at the same time?



How do you mean?
Yes you can have both in the same scene at once but the MR version only renders with MR and the Maya version only renders with Maya software renderer.
They are not totally the same under the hood since for example Maya uses transparency and MR opacity some rewriting was necessary.


I will check if it works with RFM

Hi Peter!
Great. I hope it works.
Think I read somewhere that RFM didnt support all Maya shaders in the first release.
What about custom shaders? Does anyone know more?

meshman
01-16-2006, 09:34 PM
some nodes are not suported in RFM yet, but i will check for more info in the documentation and let you know.

Cheers
Peter

meshman
01-16-2006, 09:44 PM
I posted a thread about custom maya shaders and renderman for maya on the Pixar suport forum, I ll let you know as soon as possible, They do suport slim made shaders with renderman for maya im not shure about custom maya shaders though....

What is Supported?
RenderMan for Maya translates the majority of Maya elements including, but hardly limited to:
CAMERAS

Cameras (No stereographic rendering)

ImagePlane

GEOMETRY

NURBS (True curved surfaces. No tessellation issues)

Polygons

Hierarchical Subdivision Surfaces (True curved surfaces. No tessellation issues)

PARTICLES

Streak

Multistreak

Point

Multipoint

Sphere

Cloud

Sprite

Blobby Surface

Particle Instancing

LIGHTS

Ambient

Directional

Point

Spot

Area

Volume

MAYA MATERIALS

SurfaceShader

VolumeShader

DisplacementShader
Material nodes unsupported by RenderMan for Maya are listed here (https://renderman.pixar.com/forum/docs/RfM_1.0/Overview/What_is_Supported.php#Maya%20Materials).

MAYA UNLIMITED

Fur (Support for majority of attributes, including keyframe animation & dynamics)

Hair (Requires Maya Unlimited 6.5 or higher)

Cloth
Paint Effects (Partial implementation; Requires Maya 6.5 or higher)


Known Limitations

Unsupported Maya Features

GLOW - Maya glow (and other post-process effects) are not supported.

IPR -Maya's interactive renderer is not supported by RenderMan for Maya.
FLUID EFFECTS -Not supported at this time.

Unsupported Maya Materials
Surface Materials
Ocean Shader
Shading Map
Volumetric Materials
Env Fog
Fluid Shape
Volume Shader

2D Textures
Fluid Texture 2D
Movie
Ocean
PSD File
Water
3D Textures
Fluid Texture 3D
Env Textures
Env Chrome
Env Cube
Env Sky
General Utilities
Stencil
Distance Between
(tbd)
Color Utilities
(tbd)
Switch Utilities
baseShadingSwitch
single
double
tripleShadingSwitch
(tbd)
Particle Utilities
particleColorMapper
IncandMapper
TranspMapper
AgeMapper
(tbd)

Partially Supported Materials

particleCloud (work-in-progress)
cloud (Issues with softedges)
leather (Close match)
granite (Close match)
light fog (Close match, extra sampling features)
particleSampler (Partial Implementation)
Env Ball (support for HDR environment probes, eyespace and projection geometry are broken)


Misc
matteOpacity may need work
glow and opti-fx are broken

brendan_orr
01-17-2006, 12:17 PM
I dont have Linux so I would need help compiling them.
I would be willing to help, please get in touch: baorr@myrealbox.com

Pixero
01-17-2006, 04:54 PM
Iīve done some research regarding Turtle and RFM and custom Maya shaders and it appears not to be supported for now.
I guess when they say "support for Maya shaders" they mean they have made a own version of all the Maya base shaders and not a true support for all Maya shaders. :sad:

Brendan check your mail.

Pixero
01-17-2006, 08:40 PM
Added Linux versions of JSMultiLayers and JSNormalMapper thanks to Brendan Orr.

Pixero
01-25-2006, 10:21 PM
Added JS Incidence.
(A enhanced Maya software renderer version of my MR shader with the same name.)

JS Incidence is a utility shader that calculates the incidence angle
between the objects normals and one of the available axis.
It can be useful for positioning textures like snow on terrain with one texture on sloped and another on flat surfaces.

http://www.pixero.com/bilder/pics/incidencetest01.jpg

It has three different spaces:
Object space (to make it stick if you move your object)
World space
Camera space

These are the availible axis:

+X Axis
+Y Axis
+Z Axis
-X Axis
-Y Axis
-Z Axis
Facing Ratio (for camera space)
Custom Vector

The Custom Vector is cool since it lets you drive the shader with for example the position of a locator or light. And if in object mode, it still sticks to the object if moved. :thumbsup:

http://www.pixero.com/bilder/pics/incidence_custom.jpg

The shader also has Parameters for Bias and Gain to control the position and spread.

http://www.pixero.com/bilder/pics/incidence_interface.jpg

For easy use just connect Out Color to a surface shaders color.
This way you can also see the effect in the viewport.
You can also use the Out Incidence if you want to control other shaders like a ramp.


Enjoy! :)

brendan_orr
01-26-2006, 02:16 AM
@Jan: Linux compile of JSIncidence is done, please check your inbox.

Pixero
01-28-2006, 09:19 AM
JS Incidence 1.2 released.
Maya 6.0, 6.5, 7.0 Windows and Maya 7.0 Linux thanks to Brendan Orr.

Version 1.2 have a new feature called "Wrap" that can wrap the incidence toward "negative" values.
First picture is without wrap.

http://www.pixero.com/bilder/pics/incidencewrap01.jpg

And hereīs with Wrap. Wrap has a softmax value of 1 which means you can type in a higher value.
Here Wrap is set to 1.5.

http://www.pixero.com/bilder/pics/incidencewrap02.jpg

With Custom Vector controlled by the position of a light you can even use it to simulate wrap light effects, translucency or even a "poor mans sss".

http://www.pixero.com/bilder/pics/wrap.jpg


Enjoy! :)

Pixero
01-29-2006, 09:47 AM
Why is it Maya doesnt give us the choice of 3d textures that stick to the object if animated without workarounds like convert to file texture or a reference object?

Your wait is over.
JSObjSpace converts a worldspace placement matrix to object space.


http://www.pixero.com/bilder/pics/JSObjSpace2.gif

At the left is the old "swimming texture" problem. (Best visible on the front.)
The texture stays when the object moves.

At the right with JSObjSpace the texture moves with the object.
Just connect worldInverseMatrix of a place3dTexture node to inMatrix of JSObjSpace
and OutMatrix from JSObjSpace to placementMatrix of a 3d texture. And voila! :thumbsup:




Enjoy! :)



Edit: Changed picture to better show the function.

butCherHeLL
01-29-2006, 12:07 PM
thanks Jan.Your publications are most useful stuffs for me.for many years.

Pixero
01-29-2006, 06:00 PM
Added Linux compile of JSObjSpace thanks to Brendan Orr.

Pixero
02-20-2006, 10:02 PM
Has anyone ever got a decent result from the built in 3d wood shader?
(The lack of a decent wood shader was one of the things that annoyed me back when I started learning Maya.)


JSWood
is my Maya software renderer implementation of Larry Gritz oak renderman shader.
JSWood is a 3d wood shader that can simulate many different wood types.

JS Wood lets you select if the shader should work in world or object space so the texture will stay on the object when animated.

In object space it is dependent of the objects scale so if you scale the object
unproportionally you might have to freeze transform or compensate with the texture scale.
Try changing Colors, Ringyness and Grainyness for different wood types.



http://www.pixero.com/bilder/pics/wood.jpg

To see the texture in viewport go to your Maya material -> Hardware Texturing
Set texture resolution to 256x256.
For better quality go to -> JSWood -> Extra Attributes and set resolution to something higher like 512 or even 1024.

http://www.pixero.com/bilder/pics/JSWoodViewport.jpg




Enjoy! :)

T-R
02-20-2006, 11:33 PM
This is great! Thanks Pixero :applause:

kungfuelmosan
02-21-2006, 09:16 AM
DUDE! make a vers of JS Multi Shader for OSX - lol - seriously ive been looking for something like this for ages ... obviously with no luck!

does anyone know of something similar to layer shaders just using the opacity, for OSX (can layered texture/shader do this)?

llikethat
02-21-2006, 09:28 AM
Hey Pixero!

Thats really cool!!! I have a request...in your list of shaders i think we are missing out scalar state shader. Did i miss it? Incase if it is not there, please provide us with that too...

Cheers,

joie
02-22-2006, 04:58 PM
Hi pixero, the JSObjSpace shader is not really necessary in MAYA since you can turn on the "local" attribute in the 3D texture and it sticks with the object wich is applied to.

Great shaders though! :)

Pixero
02-22-2006, 06:52 PM
you can turn on the "local" attribute in the 3D texture

Wow! That was new to me...and well hidden. Thanks for the tip.

joie
02-22-2006, 07:38 PM
Yep, my two cents :)

Lamster
02-23-2006, 04:55 AM
Joie,

That local thing is new to me. I must say thanks for the tip. What can you say eh, we learn something new everyday :).

Okay, so where exactly is that local attribute? is it in the place3dTexture node? Let's say I just go to hypershade and create a volume noise 3d texture node. The only local attribute that i can find is under the effects tab that has 3 checkboxes for invert, local and wrap. Is this the attribute that you are talking about? Or is there something that isn't shown on the attribute editor that I have to tweak? :|

Terence

frogspasm
02-23-2006, 07:07 AM
Yep, that'd be the local he's talking about. The one under the effects tab.

~M

Pixero
02-23-2006, 07:16 AM
The next question is:
How long has it been there without "anyone" knowing about it?

Nuisance
02-23-2006, 01:20 PM
Thanks Jan

Your shaders are fantastic as always. Nice one!! Just tested them now and they work great. It must be a coincidence, but out of the blue comes a project where its back to the old Maya software renderer. Back to our roots.

joie
02-23-2006, 04:57 PM
Well..., err, the local attribute has been there since ever..., since MAYA 1.0 I think..., itīs pretty old, I canīt believe you didnīt use it before! :D

And yes, the local attribute is the one in the "effects" tab ;)

Should I appear in the next "The secrets of the pros" book? LOL

Pixero
02-23-2006, 06:09 PM
Should I appear in the next "The secrets of the pros" book?


Maybe "The secrets even the pros dont know" LOL :rolleyes:

joie
02-23-2006, 08:35 PM
Hehehe, may be some day... :cool: :D

Joblh
02-23-2006, 08:48 PM
Pixero, is there any change you can get this to work for macosx?

Pixero
02-23-2006, 08:52 PM
I cant compile for OSX myself since I sold my old Powerbook a few years ago.
I have sent the source to a guy who has helped me compiling MentalRay shaders for OSX.
He said he will try. If you know someone who could do it let me know. :thumbsup:

Joblh
02-23-2006, 10:08 PM
k, thanx that's nice to hear! :) i'll let you know when i know someone who knows how he could compile it ;)

BigSky
02-23-2006, 10:52 PM
Lovely stuff....again, pixero, you give and you give. Cheers :thumbsup:

wilgory
02-24-2006, 12:15 AM
I cant compile for OSX myself since I sold my old Powerbook a few years ago.
I have sent the source to a guy who has helped me compiling MentalRay shaders for OSX.
He said he will try. If you know someone who could do it let me know. :thumbsup:

This is a great thread. Thanks for all the resources that you have provided to the community! Does anybody know where I could find more information about compiling shaders with XCode? Any tutorials, guidelines, CGTalk threads that offer starting points or sample projects? The reason I ask is I often see Shaders that are Windows only, but I bet if some information was readily available about how to compile the source code in XCode we would see more community members contributing to porting some of these awesome shaders to the linux and OS X platforms. My last question relates to the amount of work required to port these shaders. Is this extremely complex and time consuming or just a matter of running a debugger a few times? Thanks Again!

Segmoria
02-24-2006, 04:50 PM
Many thanks to Pixero for these shaders, especially the JSNormalMapper and JSWood (so much better visually than the native Wood 3d texture). Both enormously helpfull.

Pixero
02-25-2006, 11:55 AM
Added Linux compile of JSWood. Thanks to Brendan Orr.

Pixero
03-07-2006, 02:38 PM
Added OSX compiles of:

JSMultiLayers
JSNormalMapper
JSIncidence
JSWood

Thanks too Sylvain Maziere!

Pixero
11-19-2006, 01:13 PM
Win32 Maya 8.0 versions of:

JSNormalMapper
JSIncidence
JSMultiLayers
JSWood

Enjoy! :)

Pixero
02-27-2007, 07:42 PM
Win32 Maya 8.5 versions of:

JSNormalMapper
JSIncidence
JSMultiLayers
JSWood

For Maya software renderer.

Enjoy! :)

redforty
02-28-2007, 07:25 PM
Seriously, why isn't this thread stickied?

Pixero
06-23-2007, 08:52 AM
My shaders are now available for win 32, win 64, linux 32 and OSX.
Thanks to the people that helped me compile for different platforms.
Especially David Lanier for the win 64 versions.

As a gift to the Maya community there is also the source code for them included.
Maybe someone can learn something from it.

Enjoy! :D

www.pixero.com (http://www.pixero.com/)

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