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09-24-2008, 07:55 PM
As I promised, here are some images of a render view application implemented in our studio using just python and MEL. I will be starting a tutorial on how to get started with implementing your own render view application soon, but for now, here are some images of the tool:
Screen 1: Overall tool layout ![]() Screen 2: Taking snapshots from Maya ![]() Screen 3: Render regions ![]() Screen 4: Alpha Channels (and Luminance) ![]() Screen 5: Rendering Options Interface ![]() Screen 6: Gamma settings (not in Maya's renderview) ![]() Screen 7: Framebuffer Images from a render ![]() Screen 8: Viewing the Ambient Occlusion Pass ![]() Screen 9: Viewing the Depth Pass ![]() Stay tuned for more!! -M Last edited by Shaderhacker; 09-24-2008 at 08:01 PM. |
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10-06-2008, 02:39 PM
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It's similar to C/C++ in that you can't create a window with any one built-in function unless you have a win32API, or OpenGL API that you include. Hope this helps, -M It took me a few months to make this interface. A lot of experimentation and trial and error. |
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11-28-2008, 06:21 PM
hello Marlin. Very interesting work. Now i began too use python in maya, but this is hard especially when i try make gui python. Maybe you can send me some source code from your work for study.
Big thanx Marlin and sorry for my bad english ![]() |
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06-27-2009, 02:53 PM
First post!
I know this is an old thread, but I was wondering Shaderhacker -- have you put up any of the code / demonstration stuff for this render viewer? I'm currently the TD at a place in Toronto, and we've inherited a lot of tools that were written in a combination of MEL, Maya Python, and Visual Basic. None of them work properly, and I'm looking at wxPython as a way to sidestep a lot of the hassle of getting some nicer tools up and running; the main thing right now is seeing how people do communication with Maya. It might end up that I have to write a custom UI for the pipeline tool we're looking at, as well as replacements for the tools mentioned above, but I'd like to do from within Maya if possible instead of using less-dependable commandPort trickery. Anyway, if this project is still going for you, or if you have some good links on getting wxPython running in Maya 2008 on Mac or PC, that would be stellar. ![]() |
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08-09-2009, 03:09 PM
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I'm so sorry for not replying earlier. I haven't had much time for anything outside of work. The RenderView is done. We've come a long way since I began this article and we are now looking at implementing some kind of IPR functionality to take advantage of MR's new progressive mode. Anyway, in answer to your question - I haven't gone through and spliced out code that can be made to the masses. Our RenderView ties to Maya only on the global rendering settings front-end and not the application itself. We basically create a shell in Maya (from a MEL script) and call our python script from there. It will launch a session. We've found a way to work with the CommandPort functionality so that you can have multiple Maya's open and multiple RenderViews open for each Maya session. It's still not as glamorous as having Maya call wxPython, but it works. One disadvantage to having the RenderView be dependent on Maya is if Maya crashes, so will the RenderView. If an artist has a lot of cached images in the queue, they are wiped out. If you want to know a little more details on our implementation, just let me know. -M Last edited by Shaderhacker; 08-09-2009 at 03:12 PM. |
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