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  • Giant Shaderballs

    Is it possible for Maya to ever have an accurate shader ball that can be blown up like Max?

    Click image for larger version

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    Image taken from http://www.aleso3d.com/blog

    It would make shader work very quick if we had a display port that big with the two lights so we can realtime see gloss maps and the like. Just an idea.
    Maya 2020/2022
    Win 10x64
    Vray 5

  • #2
    There is V-Ray RT, you can make it as big as you like I see your point though, just not sure how doable this is in Maya.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      Interesting idea... I could sort off mock up python script to do that thing - would be a bit complex than standard shader ball tho... like everything in maya

      Will let you know once I got something usable.
      CGI - Freelancer - Available for work

      www.dariuszmakowski.com - come and look

      Comment


      • #4
        That would be interesting DADAL. I tried mucking around with the displayPort form Maya or whatever it's called but I found it limiting and in some cases it was impossible to change the size of it.

        I just think a "feature" like this would be extremely useful with shading setup and faster than doing test renders all the time. Like if it was a reproducible shading test sceen based on RT - I think it would lead to more consistent shading networks as well.
        Maya 2020/2022
        Win 10x64
        Vray 5

        Comment


        • #5
          Heya

          A quick rought mock up so far- quite messy...

          Copy to your python tab and execure or make button our of it...

          Start = select material 1st (!!!) then click start.

          Use RT to test it.

          Reset to clean it out.

          Let me know if this cuts for start then I might develop it further to clean up render settings and other stuff...

          Code:
          import maya.cmds as cmds
          
          import maya.cmds as cmds
          
          def testShader(*args):
          	matSel = cmds.ls(sl=1)
          	try:
          		cmds.delete('matOBJ')
          		cmds.delete('matCam1')
                          cmds.delete('matLight')
          	except:
          		pass
          	 
          	try:
          		cmds.editRenderLayerGlobals( currentRenderLayer='defaultRenderLayer' )
          		cmds.delete('matPreview')
          	except:
          		pass	
          		
          	cmds.createRenderLayer (name ="matPreview" ,number=1, empty=1,mc=1)
          	cmds.polySphere (r= 1,sx= 20 ,sy= 20,ax =(0, 1, 0 ),cuv =2 ,ch= 1,n='matOBJ')
          	camName='matCam1'
          	cmds.camera(n=camName)
          	cmds.move(3.5,2.1,-1.7)
          	cmds.rotate(151.715,64.27,180)
          	cmds.lookThru('matCam1')
          	lit = cmds.shadingNode ('VRayLightRectShape', asLight=True,n='matLight')
          	cmds.select('*matLight*')
          	cmds.move(0,8,5)
          	cmds.rotate(-50,0,0)
          	cmds.editRenderLayerMembers( 'matPreview', 'matOBJ', 'matCam1','matLight')
          	cmds.select('matOBJ')
          	print matSel
          	for objects in matSel:
          		cmds.hyperShade(a=objects)
          	
          	
          def deleteShaderTest(*args):
          	try:
          		cmds.lookThru('persp')
          		cmds.editRenderLayerGlobals( currentRenderLayer='defaultRenderLayer' )
          		cmds.delete('matLight')
          		cmds.delete('matCam1')
          		cmds.delete('matPreview')
          		cmds.delete('matOBJ')
          		cmds.delete('VRayLightRect1')
          		
          	except:
          		pass	
          
          cmds.window('testShader')
          cmds.showWindow('testShader')
          cmds.columnLayout()
          cmds.button(l='start',c=testShader)
          cmds.button(l='reset',c=deleteShaderTest)
          Thanks, bye.
          Last edited by Dariusz Makowski (Dadal); 30-05-2013, 01:18 PM.
          CGI - Freelancer - Available for work

          www.dariuszmakowski.com - come and look

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          • #6
            Wow, many thanks DADAL - the script executes for me on Maya 2014, everything seems to be okay but the shader ball doesn't appear?

            Click image for larger version

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            Maya 2020/2022
            Win 10x64
            Vray 5

            Comment


            • #7
              Heya

              Yea at the moment its your viewport window that changed to camera. Then just use vray RT to test shaders.

              I'll work tonight on making a pop up window(even tho it will be useless for a while ) so it opens in new place then once viewport RT is out (http://www.mayzie.net/links/maya-v-ray-rt-viewport) u can then do it directly in the window. At the moment it just sets all the basic settings for quick shader preview on the layer and then u have to use Vray RT to preview shaders... I know its not ideal.
              Last edited by Dariusz Makowski (Dadal); 30-05-2013, 11:28 PM.
              CGI - Freelancer - Available for work

              www.dariuszmakowski.com - come and look

              Comment

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