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ctrl.studio
05-31-2007, 06:32 PM
Here we go,
http://www.box.net/shared/i6hd2271qk



max

Hans-CC
06-01-2007, 03:40 AM
Here we go, we upgraded to vs2005 so x64 shaders should be close to be released.

This is the first build I ever tried so bear with me also because I haven't got time to install a x64 system so the test part is on your side. For now I have the ctrl.irradiance to share. Tell me if it's working and I will rebuild on the fly all the other shaders that do not belong to aux libraries.

max

hi thats is great !! i am in the process to try 64bit system its nice to know that there will be shaders for it !!!

by the way i want to ask you a question ,i heard around that there is or was a shader call
ctrl.objects or something , that can be use to replace proxies in maya with geometry shaders in mental ray at render time ,but so far i haven't found anything , does it ever existed ? this is a feature very useful , so bad that maya2mr doesnt implement it !!

but thanks for the 64bit port and forgive me for the offtopic question.!!!

cheers

Hans

Jozvex
06-01-2007, 03:43 AM
Great news ctrl.studio! Good to see you're still around.

:thumbsup:

acidream
06-01-2007, 07:58 PM
Works great for me on XP64 :thumbsup:

ctrl.studio
06-01-2007, 10:20 PM
really ?! cool !! ;-)

so I'll go ahead and compile all the others I can.


max

ps: Hans, you have not to use maya2mr for that, maybe mrLiquid or the standalone.
eventualy look for ctrl.me.

Hans-CC
06-04-2007, 05:13 PM
It works fine so far !! thanks Max

Hans







Ps: thanks for the tip max!!:)

SirRender
06-04-2007, 05:48 PM
Awesome, thankyou!

red_oddity
08-08-2007, 12:43 PM
Any news on the compiles?

LuisTelesforo
08-13-2007, 04:35 PM
ctrl.studio could you please compile the ctrl.geolights for maya 8.5 (32bits and 64bits).
tkx

o-v
08-15-2007, 12:30 PM
i'm just wondering if u guys realised, that the last post by francesca is like 10 months ago? or was she forced to change the identity? hmmmm

who ever max is :D - say hallo to her...

ronaldomiranda
08-16-2007, 02:01 PM
Thanx for sharing your knowlegde among the members ;)

really Thank You Very Much

modernPrimitive
09-05-2007, 04:37 PM
I've just compiled my first 64-bit shader! :thumbsup:

If anyone knows how to get the source code for the ctrl shader (I'm especially interested in the occlusion shader) then I'll give a bash at compiling them for 64-bit. (what a mission to get 64-bit working!)

Been googling, but can't find the source code - perhaps it's not open source?

LuisTelesforo
09-13-2007, 11:51 AM
ctrl.studio are you planing to release other compiles?

inguatu
09-13-2007, 12:42 PM
i'm just wondering if u guys realised, that the last post by francesca is like 10 months ago? or was she forced to change the identity? hmmmm

who ever max is :D - say hallo to her...

management here didn't like some of the things she said so they banned her. I hear they don't hesitate in banning people, regardless of how much they help the community. I guess their rules are law as it is their forum.

ctrl.studio
09-13-2007, 01:34 PM
hi there, I just added ctrl.occlusion 64bit.

max

modernPrimitive
09-13-2007, 01:41 PM
Thanks ctrl.studio. We really appreciate your work. If you ever need help or extra hands with anything just shout.

LuisTelesforo
09-13-2007, 01:56 PM
Thanks ctrl.studio :bounce:

dagon1978
09-13-2007, 02:05 PM
hi there, I just added ctrl.occlusion 64bit.

max

thanx max ;)

MrHoo
09-13-2007, 03:58 PM
Thank You a lot!!

You are the best!!

OviBogdan
09-17-2007, 05:11 PM
Thanks! do you by chance knw where i can find the ctrl.zdepth in 64bit? and once again thank you.

NEO^AMiGA
09-17-2007, 08:38 PM
I know this is a bit offtopic... But the lm2dv shader for 64bit and maya 2008 would be so sweet. =) If someone with a build environment set up could complie those, because the source is out there, I jump of joy. =)

acidream
09-17-2007, 09:48 PM
I know this is a bit offtopic... But the lm2dv shader for 64bit and maya 2008 would be so sweet. =) If someone with a build environment set up could complie those, because the source is out there, I jump of joy. =)

lm2dmv 64bit dlls are available here.

http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm

NEO^AMiGA
09-17-2007, 09:56 PM
lm2dmv 64bit dlls are available here.

http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm


HOLY MOLY! I had missed that completley! Thanks a billion! =)))

leif3d
09-19-2007, 01:37 AM
I love this thread! I needed the irradiance shader a while back for x64...I had to do it with final gather, I don't need it anymore, but It's great to know that effort is being put into all this!

Thanks to everyone involved.:)

mthemelis
09-19-2007, 10:31 AM
thanks ctrl.studio for your kind help!!!


i'm sure that many of us have adopted in our pipeline your valuable stuff!!
keep on the good work!

mike

SirRender
09-19-2007, 07:54 PM
I looking for Mix8Layer 1.2

I know this is available somewhere out there but I just can't find a working download link.

I found Mix8Layer 1.1 but not 1.2 and Mix8Layer 64bit but it only contains the milx8layer.dll file.

Anybody out there know where I can get version 1.2 of mix8layer? I assuming 1.2 is the latest version.

Thank you!

tharrell
09-25-2007, 05:58 PM
The .mi for mix8layer 1.2 is available in this archive (along with the 32 bit compiled .dll):

http://www.mymentalray.com/mymr_shaders/Shaders/ctrl_shaders/ctrl_mix8.layer_v1.2.zip

----

Along similar lines, I'm currently looking for an OS X Intel compatible .so for mix8 right now, and I'm fairly certain that a universal binary version hasn't been spotted in the wild after a few months of off-and-on searching.

Yeah, weird satellite setup... xp64 master and OS X intel slaves, but that's what I've got available. ;-)

SirRender
09-25-2007, 06:31 PM
Thank you very much tharrell!

seb-desmet
10-01-2007, 04:44 PM
Hi everybody,

Does anybody have the bump combiner compiled for winxp x64 ?

thx

Robb Flynn

ctrl.studio
10-01-2007, 10:54 PM
I added bumpcombiner x64.
http://www.box.net/shared/i6hd2271qk

max

Hans-CC
10-01-2007, 11:21 PM
is it posible to have ctrl_fresnel and ctrl_colors 64 bit ?

Thanks Max !!

H.

maxplugins
10-02-2007, 08:44 AM
I recompiled ctrl_colors a couple of months ago;
http://www.maxplugins.de/mr_files/ctrl_colors_v1.0.zip

Dave

freshNfunky
10-02-2007, 11:46 AM
finally world recognizes that x64 is a plus and indespensable...

i know it's a bit off topic, but the puppet shaders are in x64 and for maya 8-9
already available too at:
http://puppet.cgtalk.ru/download/shaders_p_e.shtml

cheers and keep up compiling :bounce:

supply us :thumbsup:

Hans-CC
10-02-2007, 03:33 PM
I recompiled ctrl_colors a couple of months ago;
http://www.maxplugins.de/mr_files/ctrl_colors_v1.0.zip

Dave

hi dave , thanks for the link, but i get this errors !!

// Warning: (Mayatomr.Nodes) : Node "color_balance" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_keyer" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_smoothranges" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_tovector" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_fromvector" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_toscalar" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_fromscalar" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_math" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_compose" not created. //


btw im using maya 2008 x64

thanks for the help !!

h.

wizzackr
10-02-2007, 03:55 PM
Just quickly wanted to thank you, too, Max! Although we somewhat moved to puppets set of shaders I used to use your great shaders a lot before going 64bit - saved my butt a couple of times ;) - THANKS!

ctrl.studio
10-02-2007, 05:03 PM
ctrl.fresnel added.

max

Hans-CC
10-02-2007, 05:38 PM
Thanks Max !! :)

h.

OviBogdan
10-02-2007, 06:38 PM
would anyone happen to have the 64-bit linux versions of the ctrl shaders?

Hans-CC
10-02-2007, 07:20 PM
Max , i have a strange conflict between ctrl_fresnel and bumpCombiner

if one is loaded the other one does not load

any ideas ?

thanks for the help !!


h.

ctrl.studio
10-02-2007, 07:31 PM
hans, try to remove some digits from the #:nodeid thing. same goes for ctrl.colors.

max

Hans-CC
10-02-2007, 08:01 PM
hans, try to remove some digits from the #:nodeid thing. same goes for ctrl.colors.

max

thanks max !! everything works fine now.

h.

maxplugins
10-03-2007, 08:41 AM
hi dave , thanks for the link, but i get this errors !!

// Warning: (Mayatomr.Nodes) : Node "color_balance" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_keyer" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_smoothranges" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_tovector" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_fromvector" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_toscalar" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_fromscalar" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_math" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_compose" not created. //


btw im using maya 2008 x64

I had just answered your post when I saw that Max had already replied and fixed your problem. Glad things are working now :o)

Dave

Hans-CC
10-03-2007, 04:47 PM
Thanks Dave , i apreciatted it.

h.

shanega
10-05-2007, 01:04 AM
ctrl_objectlights? Please?

tfritzsche
10-29-2007, 05:17 PM
ctrl.studio (http://forums.cgsociety.org/member.php?u=111280)

Are there any plans to compile OS X Intel compatible (UB) versions of your excellent shaders?


thomas

Hasnz
10-30-2007, 12:04 PM
ctrl buffers ???

ctrl.studio
10-30-2007, 12:29 PM
about ctrl.buffers.. I have some stupid linking problems compiling openexr for x64 and I have not really time to investigate. If anyone can do the compile for me and then pass me the static libs I will link those to ctrl.buffer.
http://download.savannah.nongnu.org/releases/openexr/openexr-1.6.1.tar.gz

max

guruware
11-01-2007, 01:01 AM
check your PM...

guruware

ctrl.studio
11-01-2007, 11:16 AM
gotcha. thanks a lot.

max

peej5g
11-18-2007, 09:42 AM
these are awesome, thanks a lot.

how about ctrl fur and ctrl multidisplace?

Starrider
11-27-2007, 10:35 AM
hey!
we are really awaiting the ctrl.buffer for 64 bit. it would be so great to have it! how far is it, is it worth waiting if we need it soon?
anyway - thank you very much for all your great shaders!
cheers
daniel

jb-alvarado
12-21-2007, 05:34 PM
First of all, thanks for the nice shaders!
I want use the ctrl rays and ghost settings shader, but in Max 2008 64bit I become the error messages:
LINK 0.0 error 191007: cannot load ./ctrl_ghost_settings.dll, unknown error code 193, check Win32 manual
LINK 0.0 error 191007: cannot load ./ctrl_rays.dll, unknown error code 193, check Win32 manual

Is this shaders no 64bit?

Ctrl occlusion works normal...

Hasnz
01-10-2008, 06:43 AM
any chance when we are going to get ctrl_buffers ??

Dogway
02-12-2008, 06:42 PM
Hello. does anyone know a 64bit compiled dof shader for MR? I couldnt find any, and the built-in physical lens force me to turn the anti-aliasing all the way up.

overload1982
02-13-2008, 04:29 PM
Thanks for posting a 64bit version of this. Could anyone possibly shead some light on how to connect SSS shaders into this? All I keep getting are black renders. Even when I pipe in regular shaders I still get all black, maybe I'm just pugging things in wrong?? THANKS!

Herbie
02-13-2008, 08:28 PM
ctrl.studio (http://forums.cgsociety.org/member.php?u=111280)

Are there any plans to compile OS X Intel compatible (UB) versions of your excellent shaders?


thomas

This I'm VERY interested to know as well. Particularly the Mix8Layer shader :curious:

Thanks,

j3st3r
03-28-2008, 11:39 AM
Is it possible to make them for XSI as well? Ctrl_Occlusion and ctrl_lightprofile and ctrl_geolights would be seriously welcome here, please....

Hasnz
03-28-2008, 04:37 PM
still no use of 64 but ctrl_buffers :(

should i still hope for it ?

pixteur
03-29-2008, 03:37 PM
Also very interested in these shaders being complied for UB intel Mac OS X - Maya 2008. Keep up the great work on these shaders!

sevver
04-08-2008, 03:20 PM
hello
Please compille ctrl_buffers for linux 64 bit and rest on ctrl shader for linux :)

please man :)

ps :sorry for my bad english :)

sonicstrawbery
04-11-2008, 11:36 AM
I'd be very interested by ctrl_BumpCombiner for Linux 64, if someone could or has already compiled it, please post it here.

Also, if someone knows a good online doc about compiling shaders under linux 64 with Maya, i will do the trick.

thanks

residentcoppa
04-25-2008, 10:28 PM
thanks so much for this !

:applause:

Robbert
04-29-2008, 09:00 AM
Thanks Max for the 64 bit CTRL buffer shaders!!
Is there any chance of compiling a 64 bit version of CTRL multi Displace?

leif3d
05-23-2008, 01:59 AM
Thanks Max for the 64 bit CTRL buffer shaders!!
Is there any chance of compiling a 64 bit version of CTRL multi Displace?

I couldn't find the ctrl_buffer shader for X64 on the site listed. Is there another site I need to go to? or the version posted works for both 32 and 64?

Edit:

Never mind...I see the x64 .dll ...its in the same folder as the 32bit one...
Do I need to rename this without the x64 part? ctrl_buffers.dll.x64 to ctrl_buffers.dll ?

Edit:

Wow...never mind...I just had to change the extension....


Nice post huh? :rolleyes:

BluEgo
06-19-2008, 03:08 PM
Hi Max,
is this plugin working only with maya 2008 as the title suggests ?
Cause I have maya 8.5 and I have some problems to install it :(

Tocy
06-26-2008, 09:20 AM
Hi, first thanks ctrl studio, for your shaders, they are great! And please could you manage somehow to compile ctrl buffers for linux/64bit (maya2008sp2)? That would be very useful! We really need it...
Thanks
Gabor

danethomas
06-27-2008, 12:02 AM
I'm also looking for OSX compiled shaders - the mix8 one.

leif3d
07-18-2008, 02:49 PM
Is there a x64 version of Ctrl Object Lights?

I'm trying to avoid using final gather for a project which wont stop flickering no matter what I do.

hri
07-25-2008, 05:29 PM
hello!

dose anybody get the following problem by rendering ctrl_occlusin 64 bit version?:

all small and deep concave areas on an object (e.g. inward embossed text) render nosy and blotchy independently how high i set the samples. i tried also every other adjystment in the material and still get the same result. is it possible, that i installed something wrong?

the same object renders properly with the 32 bit version..

i would be greatful if you have some idea..

thanks..

pabloaguilar
12-02-2008, 09:08 AM
hey max! thanks for these great shaders!
@ hri: I'm just having the same problem as you in 64bits. Did you manage to fix it?

cheers!

hri
01-26-2009, 08:06 PM
No, still have it.. and i didn't get any solution until now..

does realy no one have idea what this problem could be..

thanks..

JacobCarmona
02-13-2009, 11:39 AM
I'd be very interested by francesca mix8layers for Linux 64, if someone has already compiled or not, please post it here. THANKS!!!

bigbossfr
02-19-2009, 04:38 PM
Hello,
Did anyone compiled this shaders for linux 64 ?

arkanoid
04-10-2009, 05:15 PM
hans, try to remove some digits from the #:nodeid thing. same goes for ctrl.colors.

max

I can load only balance, correction and picker.
I tried to remove the spaces in the ctrl_colors.mi like you said but without any result.
Could someone indicate the exact procedure?
The errors I get are these:

// Warning: (Mayatomr.Nodes) : Node "color_keyer" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_smoothranges" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_tovector" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_fromvector" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_toscalar" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_fromscalar" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_math" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_compose" not created. //

boh!

edit: sorry I realized I'm talking about the 32 bit version, but the error seems the same :curious:

achoury
04-12-2009, 11:39 AM
I can load only balance, correction and picker.
I tried to remove the spaces in the ctrl_colors.mi like you said but without any result.
Could someone indicate the exact procedure?
The errors I get are these:

// Warning: (Mayatomr.Nodes) : Node "color_keyer" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_smoothranges" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_tovector" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_fromvector" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_toscalar" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_fromscalar" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_math" not created. //
// Warning: (Mayatomr.Nodes) : Node "color_compose" not created. //

boh!
edit: sorry I realized I'm talking about the 32 bit version, but the error seems the same :curious:

Hi
Work fine here, just change the nodeid for each of them.
/rachid

arkanoid
04-14-2009, 10:26 AM
I've looked around in this time but I can't find documentation for "changing node ID". How do you work it? I read on the guide that any plugin/shader shoud request for a node ID from Autodesk, and I can't risk any conflict in my system at the moment..
btw thanks for reply achoury

davidiego
04-14-2009, 01:20 PM
HI,
what about the crtl fur & muhair for x64 ???
that would be great !!!

Puppet|
04-14-2009, 01:46 PM
to davidiego:
If you need muhHair shader you may try p_HairTK shader.
it based on code of original muhHair, with some new features and bug fixes.

If you could not find ctrl.fur shader you also may try p_shader_replacer.

Both shaders available for all os.

http://www.puppet.tfdv.com/download/shaders_p_e.shtml
shaders_p3.3b9

davidiego
04-14-2009, 02:01 PM
oh thanks man , looks very nice !!!

arkanoid
04-14-2009, 02:50 PM
mm, I double post, the other seemed to disappear (?)

achoury
04-14-2009, 04:36 PM
I looked around for changing node IDs but found nothing worth. How do you work out this? I read in the guide that every shader should request a node ID from Autodesk.. and at the moment I don't want to risk taking conflicts on my system.
Btw thanks for reply.

Hi
Open the file called ctrl_colors.mi with notepad or ultraedit or whatever... just change the number for the nodeid

here is the original file


# ctrl_colors declarations
# ctrl.studio, 12.27.04

min version "2.1"

declare shader
scalar "color_picker"
(
color "input",
boolean "invert",
boolean "alphamultiply",
integer "colspace",
integer "channel_rgba", #:default 3
integer "channel_hlsa",
integer "channel_hsva"
)
apply texture
version 1
#:nodeid 0503902140
end declare

declare shader
color "color_balance"
(
color input,

scalar hlRed, #:default 0.0 min -100.0 max 100.0
scalar hlGreen, #:default 0.0 min -100.0 max 100.0
scalar hlBlue, #:default 0.0 min -100.0 max 100.0
scalar mdRed, #:default 0.0 min -100.0 max 100.0
scalar mdGreen, #:default 0.0 min -100.0 max 100.0
scalar mdBlue, #:default 0.0 min -100.0 max 100.0
scalar shRed, #:default 0.0 min -100.0 max 100.0
scalar shGreen, #:default 0.0 min -100.0 max 100.0
scalar shBlue, #:default 0.0 min -100.0 max 100.0

boolean preserveLum
)
apply texture
version 1
#:nodeid 4108722140
end declare

declare shader
color "color_keyer"
(
color "input", #:default 1.00 0.00 0.00 1.00

color "minThrs", #:default 0.95 -0.05 -0.05 0.00
color "maxThrs", #:default 1.05 0.05 0.05 0.00
color "inRange", #:default 0.00 1.00 0.00 0.00
color "outRange", #:default 0.00 0.00 1.00 1.00

boolean "useAlpha"

)
apply texture
version 1
#:nodeid 4053822140
end declare

declare shader
color "color_smoothranges"
(
scalar "input", #:default 0.5 min 0.0 max 1.0

scalar "minThrs", #:default 0.4 min 0.0 max 1.0
scalar "maxThrs", #:default 0.5 min 0.0 max 1.0
scalar "minDelta", #:default 0.05 min 0.0 max 1.0
scalar "maxDelta", #:default 0.05 min 0.0 max 1.0

color "insideCol", #:default 1.00 1.00 1.00 1.00
color "outsideCol", #:default 0.00 0.00 0.00 1.00

boolean "invert"
)
apply texture
version 1
#:nodeid 5083822140
end declare

declare shader
vector "color_tovector"
(
color "input",
integer "modeR", #: default 1 min 0 max 3
integer "modeG", #: default 2 min 0 max 3
integer "modeB", #: default 3 min 0 max 3
integer "modeA", #: default 0 min 0 max 3
integer "math_op" #: default 0 min 0 max 3
)
apply texture
version 1
#: nodeid 9012822140
end declare

declare shader
color "color_fromvector"
(
vector "input",
integer "modeX", #: default 1 min 0 max 4
integer "modeY", #: default 2 min 0 max 4
integer "modeZ", #: default 3 min 0 max 4
integer "math_op" #: default 0 min 0 max 3
)
apply texture
version 1
#: nodeid 8032032140
end declare


declare shader
scalar "color_toscalar"
(
color "input",
integer "operation",
boolean "usealpha"
)
apply texture
version 1
#: nodeid 9085822140
end declare

declare shader
color "color_fromscalar"
(
scalar "input", #: default 1 min 0 max 1
scalar "alpha" #: default 1 min 0 max 1
)
apply texture
version 1
#: nodeid 7002032140
end declare


declare shader
color "color_correction"
(
color "input",
scalar "gamma", #: default 1.0 softmin 0 softmax 3
scalar "gain", #: default 0.5 softmin 0 softmax 1
scalar "bias", #: default 0.5 softmin 0 softmax 1
scalar "hue", #: default 0.0 softmin -1 softmax 1
scalar "sat", #: default 0.0 softmin -1 softmax 1
scalar "value", #: default 0.0 softmin -1 softmax 1
boolean "invert",
boolean "dynRangeEnable",
scalar "dynRangeExpand", #: default 1.0 softmin 1.0 softmax 2.0
scalar "dynRangeStartLum", #: default 0.5 min 0.0 softmax 1.0
scalar "dynRangeExponent" #: default 2.0 softmin 1.0 softmax 4.0
)
apply texture
version 1
#: nodeid 1010922140
end declare

declare shader
color "color_math"
(
color "input1", #:default 0.56 0.74 1.00 1.00
color "input2", #:default 1.00 1.00 1.00 1.00
integer "mathOp",
boolean "usealpha",

boolean "clamp",
scalar "clampMin",
scalar "clampMax"
)
apply texture
version 1
#: nodeid 5022922140
end declare

declare shader
color "color_compose"
(
integer "color_mode", #:default 0 min 0 max 3

scalar "red", #:default 0.0 softmin 0 softmax 1
scalar "green", #:default 0.0 softmin 0 softmax 1
scalar "blue", #:default 0.0 softmin 0 softmax 1

scalar "hue", #:default 0.0 softmin 0 softmax 1
scalar "sat", #:default 1.0 softmin 0 softmax 1
scalar "val", #:default 1.0 softmin 0 softmax 1

scalar "cyan", #:default 0.0 softmin 0 softmax 1
scalar "mag", #:default 0.0 softmin 0 softmax 1
scalar "yel", #:default 0.0 softmin 0 softmax 1

color "fullRGBcolor", #:default 0.56 0.74 1.00 1.00

scalar "alpha" #:default 1.0 softmin 0 softmax 1
)
apply texture
version 1
#: nodeid 5094922140
end declare



and here is the edited file


# ctrl_colors declarations
# ctrl.studio, 12.27.04

min version "2.1"

declare shader
scalar "color_picker"
(
color "input",
boolean "invert",
boolean "alphamultiply",
integer "colspace",
integer "channel_rgba", #:default 3
integer "channel_hlsa",
integer "channel_hsva"
)
apply texture
version 1
#:nodeid 0503902140
end declare

declare shader
color "color_balance"
(
color input,

scalar hlRed, #:default 0.0 min -100.0 max 100.0
scalar hlGreen, #:default 0.0 min -100.0 max 100.0
scalar hlBlue, #:default 0.0 min -100.0 max 100.0
scalar mdRed, #:default 0.0 min -100.0 max 100.0
scalar mdGreen, #:default 0.0 min -100.0 max 100.0
scalar mdBlue, #:default 0.0 min -100.0 max 100.0
scalar shRed, #:default 0.0 min -100.0 max 100.0
scalar shGreen, #:default 0.0 min -100.0 max 100.0
scalar shBlue, #:default 0.0 min -100.0 max 100.0

boolean preserveLum
)
apply texture
version 1
#:nodeid 08722143
end declare

declare shader
color "color_keyer"
(
color "input", #:default 1.00 0.00 0.00 1.00

color "minThrs", #:default 0.95 -0.05 -0.05 0.00
color "maxThrs", #:default 1.05 0.05 0.05 0.00
color "inRange", #:default 0.00 1.00 0.00 0.00
color "outRange", #:default 0.00 0.00 1.00 1.00

boolean "useAlpha"

)
apply texture
version 1
#:nodeid 53822155
end declare

declare shader
color "color_smoothranges"
(
scalar "input", #:default 0.5 min 0.0 max 1.0

scalar "minThrs", #:default 0.4 min 0.0 max 1.0
scalar "maxThrs", #:default 0.5 min 0.0 max 1.0
scalar "minDelta", #:default 0.05 min 0.0 max 1.0
scalar "maxDelta", #:default 0.05 min 0.0 max 1.0

color "insideCol", #:default 1.00 1.00 1.00 1.00
color "outsideCol", #:default 0.00 0.00 0.00 1.00

boolean "invert"
)
apply texture
version 1
#:nodeid 83822133
end declare

declare shader
vector "color_tovector"
(
color "input",
integer "modeR", #: default 1 min 0 max 3
integer "modeG", #: default 2 min 0 max 3
integer "modeB", #: default 3 min 0 max 3
integer "modeA", #: default 0 min 0 max 3
integer "math_op" #: default 0 min 0 max 3
)
apply texture
version 1
#: nodeid 12822122
end declare

declare shader
color "color_fromvector"
(
vector "input",
integer "modeX", #: default 1 min 0 max 4
integer "modeY", #: default 2 min 0 max 4
integer "modeZ", #: default 3 min 0 max 4
integer "math_op" #: default 0 min 0 max 3
)
apply texture
version 1
#: nodeid 32014157
end declare


declare shader
scalar "color_toscalar"
(
color "input",
integer "operation",
boolean "usealpha"
)
apply texture
version 1
#: nodeid 85832171
end declare

declare shader
color "color_fromscalar"
(
scalar "input", #: default 1 min 0 max 1
scalar "alpha" #: default 1 min 0 max 1
)
apply texture
version 1
#: nodeid 12032181
end declare


declare shader
color "color_correction"
(
color "input",
scalar "gamma", #: default 1.0 softmin 0 softmax 3
scalar "gain", #: default 0.5 softmin 0 softmax 1
scalar "bias", #: default 0.5 softmin 0 softmax 1
scalar "hue", #: default 0.0 softmin -1 softmax 1
scalar "sat", #: default 0.0 softmin -1 softmax 1
scalar "value", #: default 0.0 softmin -1 softmax 1
boolean "invert",
boolean "dynRangeEnable",
scalar "dynRangeExpand", #: default 1.0 softmin 1.0 softmax 2.0
scalar "dynRangeStartLum", #: default 0.5 min 0.0 softmax 1.0
scalar "dynRangeExponent" #: default 2.0 softmin 1.0 softmax 4.0
)
apply texture
version 1
#: nodeid 1010922140
end declare

declare shader
color "color_math"
(
color "input1", #:default 0.56 0.74 1.00 1.00
color "input2", #:default 1.00 1.00 1.00 1.00
integer "mathOp",
boolean "usealpha",

boolean "clamp",
scalar "clampMin",
scalar "clampMax"
)
apply texture
version 1
#: nodeid 22922132
end declare

declare shader
color "color_compose"
(
integer "color_mode", #:default 0 min 0 max 3

scalar "red", #:default 0.0 softmin 0 softmax 1
scalar "green", #:default 0.0 softmin 0 softmax 1
scalar "blue", #:default 0.0 softmin 0 softmax 1

scalar "hue", #:default 0.0 softmin 0 softmax 1
scalar "sat", #:default 1.0 softmin 0 softmax 1
scalar "val", #:default 1.0 softmin 0 softmax 1

scalar "cyan", #:default 0.0 softmin 0 softmax 1
scalar "mag", #:default 0.0 softmin 0 softmax 1
scalar "yel", #:default 0.0 softmin 0 softmax 1

color "fullRGBcolor", #:default 0.56 0.74 1.00 1.00

scalar "alpha" #:default 1.0 softmin 0 softmax 1
)
apply texture
version 1
#: nodeid 94922179
end declare


/rachid

arkanoid
04-14-2009, 05:41 PM
Thanks a lot achoury. Did you put random numbers or does exist a procedure to ask a free ID to Maya?

achoury
04-14-2009, 06:29 PM
Thanks a lot achoury. Did you put random numbers or does exist a procedure to ask a free ID to Maya?

just a random number!

/rachid

Puppet|
04-14-2009, 07:15 PM
If you need your own ID range you may contact with Autodesk and ask for it. I'm not sure but may be you should pay for it. Not sure...
But Autodesk have range "for testing" 0 - 524287 and you may use it. It will avoid conflict with any Maya native nodes.

arkanoid
04-14-2009, 08:23 PM
Ooh, I got it! great thanx to Puppet too :thumbsup:

vectormodeling
05-03-2009, 06:19 AM
i can never render more than 10 buffers, even though there are 15 buffer slots in buffer_store. i never get more than 10 images out.

is this a limitation or am i using ctrl_buffers wrong?

SpAiK
01-05-2010, 02:14 PM
What about ctrl_selectivealiasing? Would this be recompiled? Thanks in advance.

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