Wednesday, 30 July 2014

RSL PBR Glass Shader

A shot of the glass shader i created for University, currently rendering out a showreel style shot for this marble effect we had to make.

This shader is energy conservative and completely procedural.  The pattern is generated from a voronoi pattern mixed with a modified Fractional Brownian Noise.  It also has properties to created a frosted glass look.

Monday, 21 July 2014

Tech Showreel

So here is an updates showreel, composed solely of scripting / programming tools

Going to post it around online for crits before sending it away hopefully.


Friday, 18 July 2014

RSL Editor

This was an RSL editor I made during university while working on a shader writing assignment.  It eventually turned into a text editor with built in features for managing separate Renderman projects that could handle creating and compiling shaders, as well as writing and rendering rib files all within a one application which really helped me speed up the workflow when learning RSL and writing shaders.

I added syntax highlighting, aut indentation and line numbering through the help of the QScintilla part of PyQt, while the docs were kind of hard to read, i ahd some help from forums in getting this part working.

Here is a demo of the app, its written with Python and PyQt, and can work with Renderman or 3Delight.


It wasn't meant to be something to use for making an animation in but for quick shader development, as recompiling source code through the command line and then reloading the shader in Maya multiple times loses a lot of time, and witht his app it became an instant process

Monday, 14 July 2014

Asset Manager Update 2

Got much further with the asset manager, had some problems when switching to PySide to work with Maya, as it appears not all of PyQts is the same, the problem i had was button Groups would not work, so i had to group all my radio buttons into separate UI elements.

But here is the Demo of it in pretty much a working state, nearly all of the planned features are implemented, i.e. Control over assets, position, rotation and scale, as well as being able to place assets with a click.  Also the UI can narrow down to a specific projects assets to help keep things tidy.

Demo


A feature i still haven't implemented is the ability to "paint" multiple objects at once, and it may be because of the way i am importing the assets, so with some help from some forums, i might be bale to get it working

Monday, 30 June 2014

Asset Manager Update

Recently got back to working on the asset manager and finished the UI


I also created a basic draggerContext command for maya that can sample the world position under the mouse, and then raycast to an object to sample the current position over the object.  Next step is to position the object and attempt to orient the object to the surface normal

Saturday, 28 June 2014

LSystem / Fractal Generator Demo

Here is a quick video of the generator in action



Right now it is only capable of generating a single curve, so any branching breaks the curve right now, but i have had some in help in finding out there is another type of node in maya for storing what is essentially an array of geometry.

The nodes come under the name of ***VarGroup and hold multiples curves, geo etc.  Next is to change the output of this LSystem node to be plugged into one of these groups instead to allow or branching to occur, and to still be stored under a single node