Wednesday, March 21, 2012

How I write a MEL script - Idea to Scriptlet

The Idea and Scriptlet phase is quick.  I see them as a sketch or thumbnail; something that can be quickly roughed out, changed and erased.

Reminder: The example will be to help lighters make a matte render.

How I write a MEL script - Identify the need

Here we will identify the need for the proc.  This not only helps us clarify our vision but could potentially stop us from writing code that has no clear purpose.

In order to illustrate my script writing process, I'll identify a need, come up with an idea, make a scriptlet, then write the proc.  The example will be to help lighters make a matte render to use in Photoshop.

Monday, March 19, 2012

How I write a MEL script - Template

Most scripts that I write, except the tiny scriptlets, all follow a template.

Thursday, March 15, 2012

How I write a MEL script - Overview and Guidelines

Before we get into the code writing process, let's take a look at some simple rules I follow.

Sunday, March 4, 2012

Procedural cloth shaders ( Maya2012 - Mental Ray 3.9 )



Four procedural cloth shaders. You can download the Maya2012 file. The top left is polyester, top right is silk, bottom right is denim and bottom left is cotton.

They all use Maya's procedural cloth node, a ramp shader for the Fresnel effect and a mia_material_x shader. The camera has a mia_exposure_simple lens shader and colors have a gamma node to stay in a linear color space.

Edit #1: 03/22/2012
Update coming soon.  I'm updating the shaders based on some excellent advice on this blog.  She is using a sampler info node to simulate a Fresnel effect, where I tend to use a rampShader.  I like her method better than mine since it gives control in one location.

Edit #2: 03/29/2012
New shaders have been uploaded.  The denim is WIP and will be updated when I have some extra time.

Thursday, March 1, 2012

Reel 2012

*Updating Reel*
Visual Development work for Sony Pictures Animation. 

The clips are all pre-production pieces my team and I put together very early in the design process.  The idea is to model, texture, rig, animate and light the main characters for our feature films as quickly as possible.  This gives all of us a chance to see how the characters work in the environment.