sIBL_GUI For Maya


#1

sIBL_GUI For Maya

Welcome to Smart IBL - sIBL_GUI For Maya Thread!

The idea behind Smart IBL and sIBL_GUI is to get one click IBL Lighting.

More informations and details are available here: http://smartibl.com/

If you have requests, questions or whatever, you can use this thread or the HDRLabs one: http://www.hdrlabs.com/cgi-bin/forum/YaBB.pl?num=1271609371/

[left]sIBL_GUI - Inspect Centric Layout[/left]

We are currently supporting some Renderers:

  • Mental Ray
  • VRay
  • Turtle
  • RenderMan For Maya

Here are some pictures of the same scene rendered with the different engines:

Mental Ray

VRay

Turtle

RenderMan For Maya

It’s interesting to see the output of the different renderers. This is a straight output from each Template ( except for MR and Turtle where I cranked up the AA ).

By default VRay ( my renderer choice now ) is the slower because it’s Indirect Quality Settings are much much higher than MR or Turtle that are at a really low quality by default ( Lowering the Indirect Quality make it the faster).

Turtle Background mismatch the other renderers because it’s currently using a Geometry Sphere for the different components ( Lighting / Reflection / Background ) so depending where is your camera in the Scene, you will get some shifts.

Mental Ray has a strange Shadow shift I noticed since I started VRay Template, it got confirmed by Turtle Renders that match VRay ones. Not sure where it coming from, I didn’t really looked into this issue.

RenderMan For Maya is using Occlusion on this Render ( I did’nt tried the Color Bleeding Option ).

In the Scene you’ll find a sIBL Group with different Nodes like this:

sIBL_Controls is the Node where you’ll find different Controls Attributes.

sIBL_Feedback is the Viewport Feedback Sphere so that you can preview and orient your Environment.

Here is the Maya Templates Centric Thread Post: http://www.hdrlabs.com/cgi-bin/forum/YaBB.pl?num=1223936394/2#2

Autodesk Maya - Helper Script

There is an Helper Script that helps integrating sIBL_GUI smoothly with Maya:

sIBL_GUI For Maya - Helper Script: sIBL_GUI For Maya

Screencasts

Two screencasts are hosted on HDRLabs Vimeo Channel:

sIBL GUI - In Depth: Wich is an In-Depth review of the application.

sIBL GUI - Quick Start: A Quick Start screencast showing a typical quick session under Maya.

Manual - Help File:

sIBL_GUI Manual

Api File:

sIBL_GUI Api

Changes File:

Changes File

sIBL_GUI:

Stable:
[ul]
[li] Windows
[/li][li] Linux
[/li][li] Mac Os X
[/li][/ul]

Nightly:
[ul]
[li] Windows
[/li][li] Linux
[/li][li] Mac Os X
[/li][/ul]

Archives:
[ul]
[li] Windows
[/li][li] Linux
[/li][li] Mac Os X
[/li][/ul]

Sources:

sIBL_GUI Source Code is available directly from a GIT repository: sIBL_GUI GIT Repository On GITHub.

Don’t hesitate to post feedback, features request etc :smiley:

Have fun and enjoy :slight_smile:

KS


#2

Nice tool Kel Solaar !


#3

looks good, nice one.


#4

Gonna give this a try. Looks very interesting!


#5

Loved it for mr, still do it with vray (demo for the moment)


#6

Thanks guys !

Next planned update for sIBL_GUI is a ReWire Tool so it’s possible to switch Background, Reflection and Lighting Components, and even assign arbitrary maps to them.

Don’t hesistate if you have features request or ideas, or need for specific stuff, the good thing is that since it’s template based, you can easily modify / adjust them for your needs.

KS


#7

This looks like an incredibly useful tool.
Are there any plans to release it for RfM?


#8

No I didn’t thought about it but yes it could be done :slight_smile:
I’m downloading the Eval while writting this, I can’t promise doing it immediatly though. Btw do you know if the Eval is a Timelimit or Watermarked Render ?

KS


#9

The RfM eval has no time limit, it is very watermarked though.
Having this tool would be incredible :slight_smile:

Thanks for all your efforts.


#10

Ok that sounds perfect :slight_smile:

KS


#11

Leif : I just installed the RFM Eval to try it a bit, but I’m facing a problem :

I tried to work in Linear, so like I do with MTor I set, the Exposure to 1.0 / 2.2, my framebuffer is ok, then I created a RenderManEnvLight, but I have no control over the Gamma of Environment Image ( there is Bias and Gain but no Gamma ), that’s a bit annoying because the Environment is definitely showing wrong in the Render and should receive a DeGamma. Since it’s kind of a blackbox I’m a bit stuck :frowning: What’s your workflow with IBL Lighting and RFM ?

KS


#12

If the gamma is embedded in the image, then I usually de-Gamma in Photoshop. When working with HDRI’s it’s usually not a problem, because they should be treated linearly.

But yeah, I do get the same inconsistencies many times and I just end up cranking down the intensity as the Official Courseware suggests.
I never found this to be the most precise solution though. This will obviously not maintain the range and color fidelity of the image.

I’ll post this in the Pixar forums.


#13

Yes I posted a thread there about this issue : https://renderman.pixar.com/forum/showthread.php?s=&threadid=13062

I will try ( I said try :slight_smile: ) to get a first release tonight after getting back at home, I started the Template while saving some huge PSD :slight_smile: , and with the Environment Light it should be fairly easy.

KS


#14

I’m sure this will get many RM users very excited:bowdown:

Edit:

Why did this post jump on top of yours if I posted afterward?
weird…


#15

Wow, this looks awesome. I can’t wait to get some free time to play with this! Thank you for your work on this Thomas!


#16

Thanks ! :slight_smile:

Leif : I got something for you :bounce:

RenderMan For Maya Template !

0.9 so it’s beta, have fun !

KS


#17

Thank you Kel Solaar for your amazing setup!!! I have a few questions, I am using the GUI version to choose the hdri image then selecting which renderer in the other tab I’d like to use. Once done I output the script then load it via Maya, is this the correct usage? And my next question would be I notice that a plane is put in the scene to act as a shadow catcher is that correct for any floor surfaces? If thats the case when I use it with Mental Ray it seems to be correct in only displaying the shadow of my objects, but when I use vray it renders the plane without it being hidden. Maybe its me doing the whole process wrong, just wanted to ask and make sure…Thanks!


#18

Yes but even better, you can directly send the Loader Script to Maya, you need to open the Socket Port that sIBL_GUI uses ( 2048 by default ) and use the “Send To Software” button.

Use this mel command to open the port in Maya :

commandPort -n":2048";

No actualy u r right :slight_smile: I don’t know if VRay has a Shadow Catching Shader, so basically the ground is created with the Default Lambert, you btw have an option in the Additional Attributes to prevent it’s creation.

KS


#19

Great! Thank you for the info and the great time saver…


#20

This is fantastic. One thing you may consider doing when you have the time is creating basic walk-trough videos for each different template to make sure everyone that would like to try it out has a good understanding.

Amazing work!