Showing posts with label Plugin. Show all posts
Showing posts with label Plugin. Show all posts

Wednesday, July 15, 2015

RenderMan for 3dsmax - Work in progress 01

RenderMan for 3dsmax - Work in progress 01 from Mahmoud Hisham on Vimeo.

So, briefly this is the biggest project I've been working on for implementing RenderMan to 3dsmax ..
this in a non-official plugin it's just an individual work with +3000 line of code in 3dsmax SDK


here is some of RenderMan Features we got from this plugin :


- PxrDisney Shader is exact the same as the one in Maya,
so no worries in working on many software .. you will get the exact same quality!



- A bunch of render settings options, will be expanded in the next work in progress 02.


- RenderMan Area light with some basic parameters like :
Light Color, Exposure, Temperature and Shading Rate.


- RSL Shader is available so you can test your REYES shaders with RenderMan Shader Factory directly from your 3dsmax scene.



And Here is some pre-alpha renders we got from this implementation :






Lastly, Here's a list of what we have in this plugin and what is planned to see in the next work in progress 02






What we have got in this work in progress 01 :

- Exporting 3dsMax Objects to RenderMan.
- Implementing PxrDisney Shader to 3dsmax shaders editor.
- Implementing RenderMan Area Light to 3dsmax.
- Built a base for RenderMan settings in 3dsmax.



Upcoming work in progress 02 should have :

- Camera transformation fixed.
- Implementing more RenderMan Shaders.
- Creating more RenderMan Settings Options.
- Having RSL bridge with RenderMan Shader Factory to work.


I hope that you enjoyed it, and wait for the upcoming implemented features.


Feel free to contact me over:

Email :: Mahmoud.Hiisham@gmail.com
Phone :: +491639451928

Tuesday, May 26, 2015

Maya C++ API - viewport collision objects



So, my first plugin just came out .. this is just some working around with deformers, data handlers and matrices in Maya's API.
Still there's much work to do .. still work in progress.

Friday, May 15, 2015

RenderMan Shader Factory on Linux



Not much interesting video, just trying out RenderMan Shader Factory with RenderMan server on OpenSuse to figure out if there's a bugs but it works well!


Thursday, May 7, 2015

RenderMan Shader Factory 1.0













So, here is my latest application I've been working on called "RenderMan Shader Factory" it's concept basically to make life easier for anyone who is interested to learn RSL "RenderMan Shading Language" or even experts, as you're no longer worry about having an external text editor, compiling shader or a terminal for doing your render procedures ..

Now, everything can be done in one place, light and quick with this application ..

more features are under-development right now,

multiple shaders tabs, shading stages, volumes shaders support and creating your own stages with OpenGL support ..

stay tuned.

Requirements:

- just make sure you have python installed with PyQt4 libraries

https://www.python.org/download/releases/2.7/

http://www.riverbankcomputing.com/software/pyqt/download/

Learning Resources:

http://renderman.pixar.com/view/simple-shader-writing/

RenderMan Shader Factory v1.0 is now available on RenderMan community, check it out here :


https://community.renderman.pixar.com/article/766/renderman-shader-factory-10.html

Notes:

- I just replaced "RMShaderFactory.exe" with "RMShaderFactory.bat" to avoid any future problems because many people don't have the latest Microsoft C++ libraries.

- If you clicked on "RMShaderFactory.bat" and the application didn't start, make sure you have python installed and PyQt4 installed correctly.

- I just created "RMShaderFactory.sh" script for evaluating the python code on linux same as the .bat one on windows.

- for Linux users, if you got this error message "RuntimeError: the sip module implements API v11.0 to v11.1 but the PyQt4.QtCore module requires API v9.2" make sure that you have the latest sip module installed and PyQt4 too.

I hope you enjoy it, your feedback is welcomed :)