Here is my latest updated demoreel where I show works I have done as Lighting / Comp TD or Pipeline TD, more update to come soon !
Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts
Thursday, December 18, 2014
Demoreel update !
Hi folks,
Here is my latest updated demoreel where I show works I have done as Lighting / Comp TD or Pipeline TD, more update to come soon !
Here is my latest updated demoreel where I show works I have done as Lighting / Comp TD or Pipeline TD, more update to come soon !
Sunday, September 21, 2014
Maya / Houdini Python live connection
I'm playing a bit with rpc module and python. Here is a little example of what I've tried so far, a live connection between Maya and Houdini.
Maya looks up for Houdini start up and then connects its python to Houdini's automatically. Thanks to that, in this video, I create a "live connected" camera and I can also send meshes directly from Maya to Houdini ( and vise versa ).
This needs the rpyc module for Python 2.7 ( it is also included with Houdini ), you can downloaded it at this adress : http://rpyc.readthedocs.org/en/latest/
Maya looks up for Houdini start up and then connects its python to Houdini's automatically. Thanks to that, in this video, I create a "live connected" camera and I can also send meshes directly from Maya to Houdini ( and vise versa ).
This needs the rpyc module for Python 2.7 ( it is also included with Houdini ), you can downloaded it at this adress : http://rpyc.readthedocs.org/en/latest/
Here is the source code for the connection Maya => Houdini. It must be saved in the scripts folder of maya and used as followed from a Python shelf tool:
import MayaModule
ui = MayaModule.MayaConnectionUI()
ui.show()
You can copy the icons green_light.png and red_light.png in a folder "icons" saved in the same place as the python file.
On the Houdini side, you must have a Python file called "123.py" (or hescape.py if you use Houdini Escape ) withthese two lines of code in it:
import hrpyc
server = hrpyc.start_server(port=18812)
Saturday, October 20, 2012
GJ Maya - Nuke Versioning
Hi all,
I'm working on a new python script which allows the user to increment output folder in maya for versioning.
The script works by Maya project it changes the image output folder according to the version you created / selected in the UI.
The first part of the script is available for testing ( see bellow, in beta ), I'm working on the Nuke side, which will allow the user to update reader nodes according to versions setuped in Maya. More informations soon.
To use it, open it with script editor in maya. You can drag and drop it on a shelf.
Features:
- Creation of "normal" version automatically ( v_00, v_01, v_02, etc. )
- Creation of custom name version
- Delete version / make a new version as current version
- Display the current project name and version in a Head up display
I'm working on a new python script which allows the user to increment output folder in maya for versioning.
The script works by Maya project it changes the image output folder according to the version you created / selected in the UI.
The first part of the script is available for testing ( see bellow, in beta ), I'm working on the Nuke side, which will allow the user to update reader nodes according to versions setuped in Maya. More informations soon.
Download the script for Maya ( right clic: Save as )
Features:
- Creation of "normal" version automatically ( v_00, v_01, v_02, etc. )
- Creation of custom name version
- Delete version / make a new version as current version
- Display the current project name and version in a Head up display
Saturday, August 4, 2012
GJ Text Filter
Hi all,
Here is a new python script for maya : Text Filter.
This tool allows the user to select, hide, delete etc. Objects according to a "Text Filter" ( acting like SideFX Houdini's filter ).
GJ Text Filter v 1.0.0
How to install:
Copy the .py and .ui file in your "userFolder/documents/maya/mayaVersion/scripts"
Open a script editor then in a new python tab type:
import selectByFilter
reload(selectByFilter)
from selectByFilter import *
ui.show(uiPath)
Then execute it, you can also drag and drop these lines to a shelves and use the .png icon.
How the Text Filter works with the * char:
- "*" means all objects
- "*red*" means all object's with a name including the word red ( "Character_red_01", "reddish_object", "red" etc.)
- "*blue" means all object's with a name finishing by "blue" ( "Character_blue", "Flower_blue", "blue" etc.)
- "green*" means all object's with a name starting by "green" ("green_grass","green_land","green")
- "word" means only the object which has this name ("word")
The background of the text filter field color :
- Grey if no object matches the filter
- Light Green if one object matches the filter
- Green if two or more object match the filter
Other options:
Show and Hide button to hide and show objects by categories, allows also the user to isolate the selected object.
About button to have information about the tool and check update online.
Version History:
4/8/2012, Version 1.0.0:
First Release
Friday, June 8, 2012
Lighting preset beta version
Hi all,
Finally here is my python script "Lighting Preset", it allows you to create presets for your lighting ( All lights, cameras and rendering parameters ), save it to a .xml file, load and share easily from a UI in maya !
Works with maya 2011 - 2012 - 2013
Copy the .mel as well as the .png file in your shelves and icons folder for instance on windows:
C:\Users\userName\Documents\maya\2012-x64\prefs\shelves
C:\Users\userName\Documents\maya\2012-x64\prefs\icons
You will have a nez shelf "GJ_Tools" with the lighting preset ("lp") icon.
Or dowload the python script and open it with the script editor: Light Preset Python Script
The script should work on Windows, Mac and Linux, but I cant check version for mac and linux, if someone has a problem just give me a shout, thanks !
Many options available as :
- Save all lights or only selected lights
- Save only rendering parameters
- Save cameras ( Normal cameras only for now )
- Save perspective view in the preset toggle
- Save all presets in the same folder by default to reduce useless manipulations
- Load a preset from an external .xml file
- Create light objects in your scene directly from the .xml preset file
- UI dockable or not
- 3 Presets groups available
- Save preferences in order to keep options setuped as you want, even if you close maya
-...
More help in Help.pdf
Script still in beta, for any problem, drop me an email !
21/07/2012, version 0.3.5:
Minor bugs fixed
UI improvements, now 3 groups are available as preset lists, you can rename these groups by a double-clic on the name or by the UI menu.
18/07/2012, version 0.3.0:
MentalRay Sun and Sky now supported
Cameras/ VrayCam can now be saved( See limitations for Vray cam loading)
Options added like: Help => Checking version online, to see if a new version is available or not.
Debug and Warning modes to see more informations during saving, loading and deleting process.
Few bugs fixed.
12/07/2012, version 0.2.5:
MentalRay IBL is now supported
Bug fix: More maya light attributs are now saved
"Display Warning" option added in the UI menu
11/07/2012, version 0.2.0:
Major bug fixed, you don't have to have Vray installed to save a Preset for another renderer.
12/06/2012, version 0.1.0:
Fix: A proper dialogue pops when you load a renderer preset, asking if you wan to switch to this rendering engine.
Add: "Open preset as text" option in "Presets" menu
11/06/2012 version 0.1.0:
Fix: "Only Selected Lights" now works fine
09/06/2012 version 0.0.5:
First release
Works with maya 2011 - 2012 - 2013
Version in beta, free for download here :
________________________________________________________________________
To use it, you can either install the shelf in the .zip :Copy the .mel as well as the .png file in your shelves and icons folder for instance on windows:
C:\Users\userName\Documents\maya\2012-x64\prefs\shelves
C:\Users\userName\Documents\maya\2012-x64\prefs\icons
You will have a nez shelf "GJ_Tools" with the lighting preset ("lp") icon.
Or dowload the python script and open it with the script editor: Light Preset Python Script
________________________________________________________________________
The script should work on Windows, Mac and Linux, but I cant check version for mac and linux, if someone has a problem just give me a shout, thanks !
Many options available as :
- Save all lights or only selected lights
- Save only rendering parameters
- Save cameras ( Normal cameras only for now )
- Save perspective view in the preset toggle
- Save all presets in the same folder by default to reduce useless manipulations
- Load a preset from an external .xml file
- Create light objects in your scene directly from the .xml preset file
- UI dockable or not
- 3 Presets groups available
- Save preferences in order to keep options setuped as you want, even if you close maya
-...
More help in Help.pdf
Script still in beta, for any problem, drop me an email !
________________________________________________________________________
Version History:
22/07/2012, version 0.3.6:4/08/2012, version 0.4.0:
New option: Save only camera parameters option available when "Save camera param" is ON.
4/08/2012, version 0.3.9:
Minor bug fix: Proper warning message pops when preset is applied to a camera with aim.
25/07/2012, version 0.3.8
Bug fix: Preset file saved with "Only renderer" button works now well on loading.
New feature: Save / Delete / Edit Preferences file, that saves all options : Folder Path, Only selected, Save perspective, etc. even if you close Maya
Minor bugs fixed
UI improvements, now 3 groups are available as preset lists, you can rename these groups by a double-clic on the name or by the UI menu.
18/07/2012, version 0.3.0:
MentalRay Sun and Sky now supported
Cameras/ VrayCam can now be saved( See limitations for Vray cam loading)
Options added like: Help => Checking version online, to see if a new version is available or not.
Debug and Warning modes to see more informations during saving, loading and deleting process.
Few bugs fixed.
12/07/2012, version 0.2.5:
MentalRay IBL is now supported
Bug fix: More maya light attributs are now saved
"Display Warning" option added in the UI menu
11/07/2012, version 0.2.0:
Major bug fixed, you don't have to have Vray installed to save a Preset for another renderer.
12/06/2012, version 0.1.0:
Fix: A proper dialogue pops when you load a renderer preset, asking if you wan to switch to this rendering engine.
Add: "Open preset as text" option in "Presets" menu
11/06/2012 version 0.1.0:
Fix: "Only Selected Lights" now works fine
09/06/2012 version 0.0.5:
First release
Saturday, February 25, 2012
GJ Linear shader for Vray and Mentalray ( Maya )
Here are 2 little Python scripts in order to create automatically shaders with 3 texture files ( Diffuse, Reflection Color and Bump ) as well as 2 gamma correction nodes for Diffuse and Reflection Color.
Select a shader and run the script, if you haven't selected any shader the script will ask you if you want to create a new one.
be carfefull, for the moment the shader works only with Vraymtl and Mia_ shader, not with other shaders ( such as SSS, Light etc. )
TIPS:
By default, the script applies a gamma correction at 0.455, if you want to change this value, before executing the script, type in the Python line in the bottom of maya's UI : gamma_value = "your value" and hit enter. The script will use this value until you either change the value again or re-start maya.
DOWNLOAD :
Thursday, December 22, 2011
Tuesday, June 21, 2011
GJ 3 PointsLight for Maya
I decided to work on a version of my Houdini tool GJ 3 PointsLight, for Maya, with Python. So here is the first version in beta, it creates a simple 3 points light rig attributs on the circle shaphe "Controls" ( Color, intensity, shadows, Position etc. ).
UPDATE:
v0.2 (new)
- Positions controls added
v0.1
- More options available like Shadow type, Cone angle, Penumbra, etc.
v0.1 UI
UPDATE:
v0.2 (new)
- Positions controls added
v0.1
- More options available like Shadow type, Cone angle, Penumbra, etc.
Monday, June 13, 2011
How to use Mental Ray Production shader in Maya
Just a quick message to show how to use hidden MentalRay Production Shader ( More in this .PDF ).
There are a lot of very useful shader hidden in MentalRay such as Rayswitcher, Matte/shadow, Mirror/gray ball etc... but they are for the moment not supported by autodesk.
How to see those shaders in the Hypershade ?
First go in the folder : Program Files\Autodesk\Maya2012\scripts\others and find the mentalrayCustomNodeClass.mel and open it with a text editor.
At the end of the file you will find this line " $enableMAPShaders == 0 ) || " change the "0" to "1" save the file, and restart Maya !
If Node are not displayed in the hypershader you can type in the "mel" input the line : createNode + the name of the node for instance :
There are a lot of very useful shader hidden in MentalRay such as Rayswitcher, Matte/shadow, Mirror/gray ball etc... but they are for the moment not supported by autodesk.
How to see those shaders in the Hypershade ?
First go in the folder : Program Files\Autodesk\Maya2012\scripts\others and find the mentalrayCustomNodeClass.mel and open it with a text editor.
At the end of the file you will find this line " $enableMAPShaders == 0 ) || " change the "0" to "1" save the file, and restart Maya !
If Node are not displayed in the hypershader you can type in the "mel" input the line : createNode + the name of the node for instance :
Tuesday, April 12, 2011
3D relief test
At my work I've had to make Relief render with 3dsMax & Maya, so I decided to test render also with personal picture, here is a test with my London Phonebox ! The Anaglyph version is done with the stereo cam of maya.
There is a ".mpo" file too, you can visualize the relief effect on your Nintendo 3ds without glasses ! juste copy the .mpo on your SD card, load it with your Nintendo 3ds and ... enjoy :)
There is a ".mpo" file too, you can visualize the relief effect on your Nintendo 3ds without glasses ! juste copy the .mpo on your SD card, load it with your Nintendo 3ds and ... enjoy :)
Link to the .mpo : LondonPhoneBox .MPO
Any informations : contact@guillaume-j.com
Tuesday, March 1, 2011
House in the sky
A little illustration done with E-on Vue9 ( for clouds ), Maya, Photoshop and SpeedTree for the Tree.
Clic on the picture for large version.
Friday, October 29, 2010
- GJ ID Pass Shader - Renderman for Maya
- GJ ID Pass Shader -
Surface shader for ID pass in RenderMan for Maya
1) Load the .slo shader through a RenderMan custom shader in hypershade.
2) Assign the shader on all objects in the scene.
3) Put a label in "idLabel" attribut.
4) Put in name of objects "idLabel1" for idColor1, "idLabel2" for idColor2, etc
- For multiple selection objects, in maya : "Modify => Préfix hiérarchy names"
could be usefull to setup the label on objects' name.
10 ID available with custom colors.
Surface shader for ID pass in RenderMan for Maya
1) Load the .slo shader through a RenderMan custom shader in hypershade.
2) Assign the shader on all objects in the scene.
3) Put a label in "idLabel" attribut.
4) Put in name of objects "idLabel1" for idColor1, "idLabel2" for idColor2, etc
- For multiple selection objects, in maya : "Modify => Préfix hiérarchy names"
could be usefull to setup the label on objects' name.
10 ID available with custom colors.
Tuesday, September 14, 2010
The london Phonebox
Hi all,
Here is a little picture done with Vray for Maya 2011 and Nuke 6.1. The goal was to do this without any photoshop post-process.
All passes were rendered with Vray and the picture is composited with Nuke 6.1.
Passes rendered : Diffuse, rawGI, directLighting, specular, rawReflection, ReflectionFilter, rawRefraction, RefractionFilter, AO, Zdepth, PointPass, NormalPass, IDpass
Here is a little picture done with Vray for Maya 2011 and Nuke 6.1. The goal was to do this without any photoshop post-process.
All passes were rendered with Vray and the picture is composited with Nuke 6.1.
Passes rendered : Diffuse, rawGI, directLighting, specular, rawReflection, ReflectionFilter, rawRefraction, RefractionFilter, AO, Zdepth, PointPass, NormalPass, IDpass
Passes rendered :
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