sIBL_GUI For Maya


#21

You’re the man! :bowdown:


#22

Thanks for the Feedback guys ! If you have any suggestions Leif, don’t hesitate.

It’s a time consuming task I can’t really focus on ( not meaning I’ll not do it in the future ). I’m really flooded lately, but if you have any questions or doubts I’ll do my best to reply / clear them :slight_smile:

KS


#23

I can’t get the port open on my computer.
Is there anything I should be aware of?
Is my IP supposed to be changed to the default gateway?

  I can create the scene with the third icon, but the "send to software" button gives me a "remote connection failed on Port: 2048."
  
  I'm not sure if that matters or not...
 
 I'm running Maya 2009 X64 on Vista x64 BTW.

The other thing I noticed was that you are turning on Shadowing with the Specular ENV light in Renderman. It should only need shadowing in the Diffuse ENV light.

The background shader you made is confusing me a bit. Is it supposed to be used for the floor?

BTW, the whole setup looks great. :slight_smile:


#24

Mmmh you are not alone with this issue on Vista x64 or Maya 2K9 x64 on Vista x64. I think it’s something related to Vista over security ( it’s fine on XP x64 ).

I guess you have opened the port already :

commandPort -n":2048";

and are receiving an error like this :

// Error: line 1: :2048 : is already open. // 

If that’s the case can you try this Python code ?


import socket
cSocket = socket.socket( socket.AF_INET, socket.SOCK_STREAM )
cSocket.connect( ( "localhost", 2048 ) )
cSocket.send( "print(\"\
\
Command Port Is Active !\");" )

If there is no problem you should see :

Command Port Is Active !

if not I think we will need to dive into that issue.

Yes I’ll fix this :slight_smile:

If you mean the Surface Shader that is on the Nurbs Sphere ? No it’s just to have a background, I did it this way because I already have the code from the Turtle Template, but if there is a better way, let me know I’ll try to make it into the Template

Thanks :slight_smile:

KS

Edit : I checked with a mate that have Windows 7 and Maya 2009 x64 and I’m getting a “Connection Refused” Error. I think you have the same on Vista x64. Let me know.


#25

I updated the Reflection Light incorrect Occlusion behavior.

KS


#26

I am also getting the connection error issue from the GUI…followed instructions prior to that, and tried the suggested python method as well.


#27

Hi treedee o/

Are you also on Vista x64 / Windows 7 x64 ? And the Python code is failing ? ( Connection Refused )

KS


#28

…ah I forgot sorry I am on Windows 7 64, yes the python code fails for me…


#29

Ok, I can’t really help currently because I don’t have Windows 7 and I’m on Mac Os X but I’m getting it to install it and try that thing. It’s something related to Windows Security Policy and Maya Socket Connection, or maybe a bug in Maya itself.

Once I’ll have my hands on Windows 7 I’ll be able to search around and I hope I’ll find what’s the cause of all this.

Oh and by the way …

I’m happy to announce that sIBL_GUI 2.1.0 is released !

I added a feature that I find really practical : a ReWire Widget :

Basically, it lets you ReWire / Remap the different Components to either another Component or whatever Image you want. It’s something easy but really powerfull because with this feature you can nearlly dynamically generate your IBL Sets by taking whatever Image you want.

You can for example keep the Background of your current Set, Change it’s lighting with the Lighting of another IBL Set and finally use a custom image for the Reflections.

And finally with this you can just use sIBL_GUI to load whatever HDR you want and have a fast and easy setup.

Following that ReWire Widget I created 3 Blank Skeletton Sets I called ReWires. They contain nothing and are empty but they are terribly usefull for the last point I suggested because you can create a simple HDRI Setup in a matter of seconds using one of the provided Skelettons Rewire Sets.

The ReWire Sets are available here for download : http://kelsolaar.hdrlabs.com/?dir=Smart%20IBL%20Sets

Happy Rendering !

KS


#30

Hi o/

Ok I finally got my hand on Windows 7 x64 and did some Tests and Googling for that error you encounter on Vista x64 and Windows 7 x64 when trying to remote connect to Maya :

# Traceback (most recent call last):
#   File "<maya console>", line 3, in <module>
#   File "<string>", line 1, in connect
# error: (10061, 'Connection refused')

and I have a weird workaround it sounds like you need to open the port by specifying the “Localhost” Ip Adress ( 127.0.0.1 ) of the computer and open it back without any IP Adress like this :

commandPort -n "127.0.0.1:2048";
commandPort -n ":2048";

It’s working on 2 computers here, let me know how it’s doing for you guys.

KS


#31

Confirmed…working on my OS X side. Will try PC later tonight when I get home…Thanks Question, once we open these ports with this command, does Maya keep them open or do we have to re-type the command on every start of Maya?


#32

No you have to open it each time, or put the 2 lines in your userSetup.mel.

There is a sIBL_GUI shelf available here : http://kelsolaar.hdrlabs.com/?dir=./sIBL_Framework/Maya/Helper%20Script

The first button make the Port Open in 2 clicks, if that make sense I’ll add an option so the Shelf can automatically edit the userSetup.

KS


#33

Thank you for the info!


#34

I did not had time to make the code for the userSetup edit ( it’s a bit long and complex for such a little thing ). If you have the Maya Helper Script you can add those 2 lines in your userSetup.mel :

commandPort -n ( "127.0.0.1:"  + `optionVar -q "sIBL_GUI_Command_Port"` );
commandPort -n ( ":" + `optionVar -q "sIBL_GUI_Command_Port"`);

That will automatically query the value stored by the Helper Script in the Port Option Var.

I also did a new release of the helper script because I noticed that the optionVar wasn’t properly stored on Port Opening :

http://kelsolaar.hdrlabs.com/?dir=./sIBL_Framework/Maya/Helper%20Script

Enjoy !

KS


#35

Hi,

I added Color Bleeding Option for the sexiness of it to the RfM Template, with creation of the associated Bake Pass.

Without Color Bleeding

With Color Bleeding

I’m not creating an extra camera for the pass currently, because it’s a bit hard to setup, but if that’s help, I can do it.

Have Fun !

KS


#36

Nice! :slight_smile:

As long as you don’t have objects outside the shot that will contribute to radiosity, it should be ok.
Remember that Renderman doesn’t dice objects that are outside of the camera view.

I was thinking that maybe you could use the directional light as a camera to generate the point cloud. Or maybe a camera that constraints itself to this light.


#37

Wonderful plugin! Cant thank you enough!

I ran into a little problem, i’m trying to disable visibility in the render of the background. But i’m not able to, i disable primary visibility but it doesn’t work?

EDIT: Nevermind, i found the background checkbox :slight_smile:


#38

I’ll check around that, but the annoying thing is to fit the Bake Camera, there is a lot of different ways, especially depending the detail you want in the PTC. The thing that make sense for me is to use a modified version of the Render Camera.
I have no real ideas for now :slight_smile:

Thank you :slight_smile: Glad you like it !

KS


#39

I believe the point cloud detail is not dependant on the the camera view, so it doesn’t really matter how far the camera is.


#40

I’m pretty sure it’s Resolution / Shading Rate dependant with Mtor / Prman, I would guess it’s the same with RfM.