Showing posts with label Technical. Show all posts
Showing posts with label Technical. Show all posts

Friday, April 8, 2016

3dsMax Command Port

3dsMax Command Port from Mahmoud Hisham on Vimeo.



This is a handy tool for Technical Directors especially pipeline TDs, so now you can send commands with external IDE or through any other 3D package ..
it also supports backward compatibility, so it works with any 3dsMax version.

with this tool you can receive commands from external applications and IDEs like Maya, Nuke and Mari .. it makes communications with the other 3D packages much easier.

Command Port functionality isn't supported by native in 3dsMax unlikely in Maya or Nuke.


you can get it from here :

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 :)

Wednesday, April 29, 2015

Mahmoud Hesham - Technical Director/Pipeline TD Demoreel '15






so this is just a showcase for the latest things I was working on ..
there's many other tools and plugins I couldn't publish because of studio's security wise.



Saturday, March 28, 2015

Audi Q7 - Renderman





this engine is so powerful, excited to unveil more of it's features!   
Thanks for Mark Flanagan and his tutorials :)
a sort of breakdown can be found here :





check it out on pixar's renderman showcase :
https://community.renderman.pixar.com/article/493/audi-q7.html

Monday, January 12, 2015

Go Mari for Maya

Hello Everyone,
Here's Go Mari for Maya, this tool I've been developing for my pipeline as a one click workflow between 3Ds Max,Maya and Mari













A brief about this tool :-
  • You're no longer worry about Import/Exporting maps from Mari to Maya, everything will be done with a couple of clicks!
  • Go Mari sends the whole scene from Maya to Mari and can also export the selected objects only.
  • Missed an object? don't worry, Go Mari will check for the updated objects and send it to Mari.
  • All projects are logged into a database so all users can access their projects through network.
  • Same exporting method as Go Mari for 3Ds Max with shared database between so you can use the same project in 3Ds Max and Maya.

Thanks for the Model Abdelwahab Essam
Hope you like it,

Wednesday, December 24, 2014

Go Mari for 3Ds Max

Hello Everyone,
Here's my new Go Mari tool, This tool I've been developing for my own pipeline ..
Just to save your time at the texturing cycle.















A brief about this tool :-
  • You're no longer worry about Import/Exporting maps from Mari to 3Ds Max, everything will be done with a couple of clicks!
  • Go Mari sends the whole scene from 3Ds Max to Mari and can also export the selected objects only.
  • Missed an object? don't worry, Go Mari will check for the updated objects and send it to Mari.
  • All projects are logged into a database so all users can access their projects through network.
  • You have the flexibility to use your Import method weather you're using Vray or any other renderer.
  • Automatically converting the UDIM maps to UV Tile.

Thanks for Abdelwahab Esam for the Monkey Model
Hope you like it, and Merry Christmas ;)

Saturday, September 27, 2014

[MYX] Sneak Peek for my upcoming project

Just a quick sneak peek for my upcoming project about developing the communication between 3Ds Max,Maya and several software.