DeexFastBuffersOutput 1.5.0 (maya script)

Output all buffers from *_x or *_x_passes quickly

2009-12-11_012536

License Type:

Freeware

File ID:

14683

File Size:

22 KB

Created / Updated:

Nov 25, 2009 / Dec 16, 2009

Owner:

bigbossfr   More free downloads from this user See users marketplace items See this users portfolio Send a Private Message

Platforms:

linux, mac, windows

Downloaded:

543

Maya:

8.x, 2008, 2009, 9.x, 2010

Tags:

buffers, buffer, output, mia_material, mi_car_paint_phen_x, mi_car_paint_phen_x_passes, pass, mentalray


This script is very easy. You want to output your buffers from your mia_material_x or mia_material_x_passes or mi_car_paint_phen_x or mi_car_paint_phen_x_passes or mi_metallic_paint_x or mi_metallic_paint_x_passes or misss_fast_shader_x or misss_fast_shader_x_passes shader ?

But the problem is :
- when you use writeToColor buffer, there is a bug and your render is multiplied by 6-7
- legacy buffers is difficult to use
- no ctrl_buffers for Maya >= 2009

Solution : use specials channels from p_megaTk shader.

You must have p_shaders pack installed.
You can donwload shaders pack here :
http://www.puppet.tfdv.com/download/shaders_p_e.shtml
Now, use my script.
Here the thread on Cgtalk :
http://forums.cgsociety.org/showthread.php?f=87&t=828928&page=1&pp=15
Don't forget to create your dummy object with the "p_MegaTK_pass" shader in the geometry of your object, and check the correct "specialChannel".

Update 1.1 :
- create dummy cube in one click.

Update 1.2 :
- linear workflow supported. Add gamma gain after fileNode and
"ambient", "additional_color", "back_sss_color", "base_color", "diffuse_color", "diffuse", "edge_color", "front_sss_color", "lit_color", "refl_falloff_color", "refr_falloff_color", "refr_trans_color", "flake_color", "dirt_color" slot of a material.Watch picture.

Update 1.3:
- add custom pass : custom occlusion, perfectZdeph (with detection of reflection and refraction), facingRatio
- fixing little bug

Update 1.4 :
- add new feature : renderLayer mode. When you activate this mode, you can create a pass (diffuse, spec, custom occlusion...) just on the actual renderLayer (for preview, for add customPass like perfectZdeph..) !

Update 1.5 :
- fix a bug with Maya version <= to 2008
- add news custom pass : custom blinn pass (for specular) and shadow pass !
(there isn't shadow pass for *_x shaders, no there is;) ).

Please use the Bug System to report any bugs.
Please use the Feature Requests to give me ideas.
Please use the Support Forum to ask any questions.
Please rate my product in the Review section.

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