ctrl_buffers

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  02 February 2005
ctrl_buffers

a pair of shaders to control interactively from within maya your framebuffers, store and write them out directly to img files.




*first collect the infos you need into separate buffers.



*then setup the buffer_write to write out the buffers to separate img files.



**

Attached Files
File Type: zip maya6.5.zip (11.1 KB, 2062 views)
File Type: zip maya6.0.zip (11.3 KB, 1069 views)
File Type: zip ctrl_buffers__v2.0_rc5.zip (213.3 KB, 1899 views)

Last edited by francescaluce : 07 July 2006 at 01:17 AM.
 
  02 February 2005
Woot!! Been waiting for something like this for AGES
You still are the champion, ragazza astuta!
 
  02 February 2005
yeaaaaaaaaaaaah!! i was waiting for this!!


sei la meglio!

mat
 
  02 February 2005
that's too much
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Lazhar Rekik
 
  02 February 2005
you can also 'break up' your scene lighting in different buffers and then recompose the whole after...
you'll just need a shader which has a way to link lights from its interface like the standard mib_illumin.


the up left and right are occlusion and specular buffers.
down left spot light with shadow.. right point'ambient' light.
spot-
add-point-screen-spec-multiply-occ
**
 
  02 February 2005
great !


It's maybe asking a lot, but can you release the source code, or just the part that output the buffer to files ?
 
  02 February 2005
I think we need to start building a giant marble statue of Francesca so we can praise her greatness all day long!

Great work as always!!
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~ Jared Martin

Maya, 3Delight, mentalray, Maxwell Render, ZBrush
Photoshop, Fusion, Vegas Pro, Syntheyes
 
  02 February 2005
Awsome. Can I compile it for linux? ....pretty please?
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Colin Strause
http://www.hydraulx.com/
 
  02 February 2005
amazing! thanks you so much francesca!
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popol va au cirque ....
 
  02 February 2005
francesca = cg god
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  02 February 2005
Wow it works great!! I'm amazed at how you can render out 7 framebuffers at once at the normal speed of 1 fully composited frame, framebuffers are great!

Two tiny questions though:

1. I guessed that you plug a material into the 'render buffer' slot just so you can see it in the render view window, but it doesn't get saved out? At least it didn't for me. Or is that what the 'skip renderregion' control does?

2. Is there the possibility of making it so that the outputted files are named whatever you called them in the store shader instead of user1 etc? Like .specular.0.iff? Sorry, I'm sure you've already thought of that.
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~ Jared Martin

Maya, 3Delight, mentalray, Maxwell Render, ZBrush
Photoshop, Fusion, Vegas Pro, Syntheyes
 
  02 February 2005
Wow!!! Thank you so much, francesca!
 
  02 February 2005
Wow! Nice.

And I would be thrilled to see a comprehensive tutorial from someone regarding this stuff.
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Are you warm, are you real, Mona Lisa?
 
  02 February 2005
........sem Palavras........no words.......!! Obrigado Francesca
im working on a new Maya/Mentalray Interior scene.. with 6.5... and this ...this is from hell..lol..
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Last edited by slipknot66 : 02 February 2005 at 02:05 AM.
 
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