Hi. I’ve just uploaded a new lighting rig/script I wrote called Illuminati… It is much like Emmanuel Campin’s GI Joe from back in the day, however, a bit more robust.
I don't tend to use GI/IBL when lighting.. I found this setup to work pretty well especially with the Front End for it... Hope you guys enjoy! Let me know, if you download it, what your thoughts are.. Improvements... Is it a waste of time? .. Etc. Thanks.
You can also download via Highend3D.com here ... [Illuminati](http://www.highend3d.com/maya/downloads/mel_scripts/lighting/Illuminati-5222.html)
Oh yeah... To use it, just unzip this file to your Scripts directory, preferably using 8.x - 2008 ...
[b]Do not move the scripts from their unzipped location to the below folder or it will not work.[/b]
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[li]C:\Documents and Settings<user>\My Documents\maya\2008\scripts[/li][/ul]Inside here you’ll find a new subfolder called [b]\seths\illuminati[/b] … Just source illuminati.mel and it will auto-execute. When the rig is built, run illuminati.mel again and it will bring up the front end.
Illuminati v1.7 has been left up for download for those who do not want to upgrade to v1.9 … If you upgrade to v1.9, any existing rigs (like usual) will need to be blown away and rebuilt in order to work.
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[li]5/29/08 - v1.9[/li][li]Fixed a bug in the editor that would automatically turn your shadows off upon load.[/li][/ul]
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[li]5/27/08 - v1.8[/li][li]Fixed a bug with the intensity multiplier blowing lights out when turned on.[/li][li]Overhauled the Environment Dome and Editor UI in the Dome tab.[/li][list]
[li]Dome is now 2 pieces of geometry, split into Sky and Ground. I found that I didn’t usually need to render the ground, although I did want the sky. Breaking the 2 apart without hurting the rig wasn’t working too well so I rebuilt the Dome and lights to utilize a single hemisphere for the sky and ground.[/li][li]This opened up individualized controls for the Sky and the Ground whereas the Editor is concerned. The editor under the Dome tab now seems to make a bit more sense (I think, let me know otherwise?)[/li][/ul]
[li]Added a visual indicator of the global Sky/Ground intensity via an intensity average. This really helped me get a better idea of global intensity of all lights together as more of a specific “Maya Units” value. The current intensity is roped through some multiply/divide nodes which allows you to use a more physical intensity value (instead of extremely small floats) to tame the brightness.[/li][li]Thinking of adding an average color to give an overall idea of what the majority sky/ground colors are when using a texture (however this feature has NOT been implemented).[/li][/list]
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[li]5/22/08 - v1.7[/li][li]Added ability to cast Mental Ray Shadow Maps on all light regions (sun/sky/ground)[/li][li]Muted ‘Delete Rig’ button so it isn’t so bright.[/li][li]Added confirmation box to kill the rig via ‘Delete Rig’ button in case you hit it by accident and do not want to delete the actual rig from the scene.[/li][li]Fixed a few small bugs[/li][/ul]
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[li]5/20/08 - v1.6[/li][li]Fixed scaling in Editor, you can now scale as large as you want.[/li][li]Unlocked scaling from the channelbox so you can use the scale tool to resize the rig arbitrarily.[/li][/ul]
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[li]5/13/08 - v1.5[/li][li]Added optional creation of Spot Lights or Directional Lights. You can choose each Lighting Set individually ie, Sun/Sky/Ground. Using Spot’s may give interesting results given that you can use the color slot to now get more of a Gobo like effect.[/li][/ul]
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[li]05/13/08 - v1.4[/li][li]Added a multiply/divide node in the Intensity network for the lighting. Allows for more realistic values for tweaking the light dome. Also, upon creation with the values that are currently there, you should now be able to get lighting that is not blown out upon first creation.[/li][/ul]
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[li]05/12/08 - v1.3[/li][li]This version is incompatible with previous version(s) of the illuminati rig. You will need to create a new one from scratch if you’re using an older build. [/li]
[li]Lots of bug fixes![/li][li]Ability to manually pick sky/ground dome lights and move them around the sphere freely for precise placement. If you move them, there is a button in the frontend to restore the lights back to their default positions on the dome.[/li][li]Ability to manually pick sunlight and move it around dome freely as well as rotationally via the frontend.[/li][li]Override Modes now available for the sky/ground lights. This means you can select a few or all lights in the sky/ground sets and break the intensity, color and diffuse/specular attributes from the global rig. This allows you to manually control specific lights if that control is needed.[/li][li]Several other modifications here and there.[/li][/ul]