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View Code? Open in Web Editor NEWappleseed plugin for Autodesk® Maya®
Home Page: https://appleseedhq.net/
License: MIT License
appleseed plugin for Autodesk® Maya®
Home Page: https://appleseedhq.net/
License: MIT License
Otherwise the latest branch is always built upon a push (default) or PR event.
A parallel docs branch could be used to trigger builds, and synchronized with master on major milestones, i.e, RC, beta, release versions.
This until someone figures out how on Earth you can trigger a RTD build on any specific/filtered criteria.
For the N-switch nodes we need the Maya object name since we need to compare this against the shading node string. This means the equivalent of a
RiAttribute "user" "string" "objectname" ["foobar"]
Which would be queried with something like
int status = getattribute("user:objectname", nodename);
And value noise, gradient noise with derivatives.
Presently the exporter does not build the UI template for float2/float[2], or float3/float[3] parameters, either input or output, but this is becoming increasingly problematic (ie: all features from Voronoi nodes are not exported, we cannot specify xy chromaticity coordinates for color transform nodes, and so on).
This is blocking development for 0.2 already.
When exporting a project to disk, it's best to not force the number of rendering threads such that projects render with the optimum number of threads on every machine.
For interchange, horizontal FOV is required, but Maya's cameras allow a fit to horizontal, vertical FOV, and a "overscan" mode, with an image plane (background) also doing this fit.
Supporting this is also required in appleseed, and aspect ratio will allow one to render with 1:1 aspect (spherical lens) or for instance, 2:1 ratio (anamorphic), or user set.
Currently is hardcoded to Horizontal.
Add material exposing BSSRDF with N options, attr presets for most cases (skin, plastic, etc)
Some attributes or groups of attributes only make sense in some contexts.
Example, a drop-down menu might present the user with preset choices, and a option to set X,Y,Z parameters.
The X,Y,Z parameters should remain greyed-out until the appropriate mode is set.
Trom and to HSL, HSV, Lab*, Luv*, LCHab, LCHuv, RGB, XYZ, respecting primaries and whitepoint.
Luv, Lab, LCh(ab|uv), HSl,HSL, HSV, XYZ, xyY, YUV
Seems related to removing the standard Maya material classification.
Probably we miss some hypershade callbacks.
Adding a render/working space aware luminance node.
Subdivide meshes if Maya's smooth mesh is enabled.
From the respective Maya nodes.
Add some attributes to control mesh export.
Now, smooth normals are exported always and smooth tangents are exported if uvs are present.
List of Maya hypershade nodes and their status. Not all will be supported.
Other Textures:
We try to reuse the Maya common globals at the moment, doing some hacks to modify the image formats menu. It's kind of ugly and also buggy.
We should reimplement it, adding only the controls that make sense for appleseed and without hacks.
Cylindrical, Spherical, Cube, Planar projection.
the code to create sun lights is missing.
There are plenty of nodes that have render space dependent operations.
We need the equivalent of a
RiOption "user" "renderspace" ["Rec.2020"]
to be queried via a
int status = getattribute("user:renderspace", renderspace);
This would actually be needed as well for AS in general, it's not exclusively a Maya feature.
Noise2d, 3d already have attribute presets. We should add presets, and potentially link them with the screenshots in the documentation as reference, for
From appleseed's pov, probably not much can be done to share computations, it's in essence 2 scene files, 2 cameras. The task lies mostly with the DCC app, setting the interocular distance and other stereo camera parameters.
For Ridged, variable lacunarity fractional Brownian motion, and others.
@est77 compositing/lookdev POV here. For basic corrections.
A invert node is relevant. What about adjust image WB? Convert to Lab and change a,b ? Alpha as relative luminance (chromaticities aware)?
The code
namespace renderer { class Project; }
class PythonBridge
: NonCopyable
{
public:
(...)
Shouldn't NonCopyable be resolved to foundation::NonCopyable ? I can build with the scope resolution.
Karlsruhe metric, Minkowski, Tchebychev, L1, L2, SOA, SOD...
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