rendermanAOVS v1.0


 
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Contributor: Andy Fedak
Does the internal compositing of renderman AOVS which are output from renderman studio and renderman for maya.
Requirements:
6.0, 6.1, 6.2, 6.3 or later
18 Jun 2011
245

This gizmo is meant to be copied to group, then cracked open to allow editing of the AOVS before they are composited.  You can adjust all the different layers, add masks and effect them individually, or even turn off the use of AOVS all together to save speed and see the beuaty as it is.

It also contains inside, the scripts I use to get certain AOV passes which are not included in the regular setup of RMS (pWorld, nWorld, etc.).   The scripts inside, especially the shader and python index creation file, were completely or partially created by Jeremy Weekly who was kind enough to share his knowledge on the renderman forums.  

Anyway, this is my first script that I've posted. Let me know if you have issues, bugs, etc.

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Comments   

 
0 # Shih Hwa Lai 2011-07-03 19:36
Hi! Andy:

While I tried to use the copy to group button there is a error message:

This gizmo was created with a "load" or "source" command. Copy to group does not work for it.
while executing
"error "This gizmo was created with a "load" or "source" command. Copy to group does not work for it.""
(procedure "copy_gizmo_to_ group" line 3)
invoked from within
"copy_gizmo_to_group [node this]"

I also try to look at the source code but seems not able to find the procedure "copy_gizmo_to_ group"

Do you know why this error happen and how could I solve it?

Thanks,

SHL
 
 
0 # Andy Fedak 2011-07-04 01:49
Hey SHL,

How are you loading the gizmo? I think you need to load it through the menu.py and place it in your gizmo folder that it grabs from. If you source or import it the copy to group doesn't work.
-a
 
 
0 # Shih Hwa Lai 2011-07-04 12:52
Thanks Andy, I got it working now via meny.py. I also need to change the "version" statement so it will work on my Nuke 6.0. This is a good template to start with.

BTW, in my work place we divide the diffuseEnv with OccIndirect to get a clean Diffuse Env Light pass. Do you think it's necessary?

Thanks,

SHL
 
 
0 # Andy Fedak 2011-07-04 22:50
That's interesting. Makes sense as it's kinda combined anyway, that way we can adjust the occ on it's own (rather than breaking it out and multing over the combined version). If you tweak the gizmo let me know and I'll update it - right now I'm tied up in a project.
 

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