New Gamma Correction Tool!


#101

Hello Justin, seems that today im running up a lot into your scripts :wink:
i have a feature request for this one, can you add a " disconnect gamma" function (without reverting the colors)?
i can explain u why… im trying to use iray and get some decent LWF, but right now iray doesn´t recognize any gamma node (maya or mray)

thank you very much for your script, i also like a lot the ambient occlusion hidden gem :wink:

best regards

mat


#102

Hey Mat,

I will definitely look into making that happen. Shouldn’t be much of a problem. Would you want that as a radio button, so it would be kind of like a ‘mode’ for one of the existing buttons, or a totally different button? A radio button seems to me like it might be the best way, take up less space in the UI.

So you found the mia_material ambient occlusion tool. :slight_smile: I asked if anyone else would find it useful a while back and no one said anything so I just left it out. I use it all the time on my end, though. I thought it made the UI a little clunky without a slider and was just too lazy to implement it so I left it out. It’s worked great for me though…glad you found it useful as well!

-Justin


#103

Added support for the User Data shader ‘mib_data_color’.

I wanted to add support for the User Data texture shader but can’t get to that one just yet. But if you’re using a texture you can just linerize it in Photoshop anyways. The important one for me was the color shader since that has to be linerized in Maya.

If you haven’t used the User Data shaders I highly recommend them! Awesome! There is also a great script to help automate the insertion of these shaders on the mental images forum:

http://forum.mentalimages.com/showthread.php?8610-Python-scripts-for-mental-ray-advanced-production

I am planning on working on some tools to help manage these things once they are inserted into the scene. Hopefully I can get to that sooner rather than later.

Also, I moved this script to Creative Crash because it’s much easier to manage there. There is a link in the original post where you previously downloaded it from.

-Justin


#104

Hey Justin,

I’ve been using your tool since the beginning and it works great but I’ve been using Vray for a few month and I love it … but I was wondering if you are planning to make a vray version for this script ? I understand if not …


#105

I’ve had a few people ask me about that now. Perhaps it’s time I install a trial version of Vray and get that up and running. The way I’ve got it set up it wouldn’t be too hard to add it. Just need to find the time to make it happen. Not sure when I can get to it, but I will be looking into it in the future. I want to make some tools to compliment the ones already created on the arc forum for the user data nodes. I think a set of tools to help manage those nodes would really extend the power of the workflow possibilities they open up.

-Justin


#106

Can one of you guys who is pretty familiar with Vray list the most important materials you’d like to see supported? And list them in the order of importance. Then I’ll go through and add support as I am able to block out some time. But this way I’ll at least get to the most important ones first. I’m going to try and block out some time tomorrow to at least start it, so if someone could get back to me before then I’ll be able to start on support for Vray sooner rather than later.

Thanks!

-Justin


#107

Hey Justin,
I can name a few

Vray Mtl
Vray Car Paint Mtl
Vray Fast SSS2
Vray Light Mtl

And thank you for taking the time to do it!


#108

Hey Hernan,

4 nodes isn’t too bad at all. I should be able to knock that out tomorrow with no problem. Probably won’t even take that long. :slight_smile: Thanks for the quick response. That will be at least be a really good start for Vray support. If there are any others I can always add 'em later.

-Justin


#109

Since so many people have been asking for Vray support I figured I’d go ahead and at least start adding it. I’m far from a Vray expert, so if I didn’t get all the correct inputs on the materials just let me know. And if there are other shaders you’d like supported, just let me know that too.

Attention!! - I tested it and it seems to work fine, but I’d go ahead and test it on a couple old test scenes before I used it in a production scene just to be safe.

Currently 4 shaders supported:

  1. Vray Material
  2. Vray Car Paint Material
  3. Vray Fast SSS2
  4. Vray Light Material

Let me know how it works out!

-Justin


#110

Thanks Justin, I will be testing it out, let u know how it goes!


#111

Very cool with vray support.

However, when I run the script in a vray scene I get “Error: Unknown object type: mib_data_color //” and no new nodes attached.

Anyone else had this problem? vray 2, maya 2011

edit: doesn’t work with mr materials either any longer.


#112

I’ll test the new version on my work computer. It was working fine for me at home. But I think I know what the problem is. Not everyone has those user data shaders enabled. That is probably what is causing issues. I should be able to fix that pretty quick tonight.

Do you have the user data shaders enabled by any chance?

Thanks,

Justin


#113

You’re right, i’m at work and they are not enabled here, so I guess that’s the problem :slight_smile: Would be great with a fix.


#114

I’ll try and get to that tonight.

Thanks for the confirmation!

-Justin


#115

Fixed the problem with User Data shaders. Now the script should work if you don’t have them enabled. As a temporary fix I just removed support for the User Data shaders. I’ll add it back in later when I get time to handle it properly. I figured it was more important to have the script working than to have that one User Data shader supported.

Let me know if it’s working for you now!

Thanks,

Justin


#116

Hi Redsand,

First - great script, truly a time saver and very cool of you to share it/update it for everyone to use.

I had this post bookmarked for a while about linear workflow and Maya fluids - located here - that I wanted to run by you. Duncan has a pretty nice little procedure for correcting a fluid that could be automated. I realize it is silly to think your script could cover everything in Maya but if you ever got back to fiddling with gamma correction or made a Maya 2013 update maybe you could take a look? Just thinking out loud…personally, I look forward to the day we don’t need these at all.

Thanks again,

-Nick


#117

Actually that should be pretty easy to add fluids. I’m pretty sure I already have the functionality in there to handle this. I added support for ramps when I included the ramp shader a while back. So basically my script would approach this problem the way Jared suggests, not Duncan’s method. As soon as I can make some time I’ll add that in.

-Justin


#118

Yep - his method is good too! Nice, thanks a lot for even considering it.

Good stuff,

-Nick


#119

a radio button would be perfect, something like “brake connections”, sorry for the late answer, too busy as always :smiley:
thank you in advance

mat

p.s.
for me the AO tool is just perfect, even without a fancy ui, it´s pretty useful :wink:


#120

@Dagon: Right on. As soon as I can make room for some more script writing I will make that happen. Thanks for the feedback!

@nbreslow: I’ll upload the new version tonight. The crazy thing is I already implemented that behavior on my own local copy and just never uploaded it. I started having to do a bunch of sky shots with clouds and needed it to work with maya fluids. Sorry for the late posting…I’ve been slammed with other work and it slipped my mind!

-Justin