3Delight 3D Stereoscopy

For those of you interested in creating “3D” 3D images using 3Delight, here’s a quick little starter for you. You can render from multiple cameras at the same time in the same render pass and save LOADS of rendering time while doing it.

This post will assume that you have created a stereo camera rig in Maya.

Under your 3Delight Render Pass, change the rendering camera to be the center camera, which should be something like stereoCameraCenterShape.

Now, this next … Read the rest

Python Example – Pickling Things into MySQL Databases

Sometimes you need to store something for later while using Python. For large cases, you might even need a database. In this example, I’ll show you how to pickle a Python object and store it into a MySQL database.

Pickling in Python is a way of storing sometimes complex data structures into a binary representation that can be unpickled later to get back the same data structure. For instance, a list of nested lists will pickle and unpickle into the … Read the rest

Maya to After Effects Export

There is a new script in the code section. It is another python for Maya script. This script makes it possible (and super easy) to export your Maya scene to After Effects to add in some composite elements matched to the 3D scene. It bakes out the cameras and objects of your choice, placing locator nulls for each object. Also, it will scale the entire scene up by an amount that you choose to make it much easier to edit … Read the rest

Maya Render Layer Bug

I’m sure you’ve had this, multiple render layers, different shaders on each. Eventually, it will break. Especially if you’re assigning materials on a per-face basis.

It’s better to not do that. But, whenever you have a scene that breaks and your renders are unpredictable, you can use this to fix it.

fixRenderLayerOutAdjustmentErrors;

Run that MEL command. That should fix some of the errors. Sometimes, it will revert whenever you save and close the file, but you can run it again … Read the rest

Point Cloud Uber Light Shader

NOTE: This has since been moved to:
http://blog.cameronleger.com/code/ptc_uber_light_shader/

I’ve compiled the shader as a light shader now.

You can’t have multiple atmosphere shaders on top of the same object, so that was limiting. With both ways, you can render out multiple effects at one time. The difference being that with the atmosphere shader, you have one shader with many effects and a pass for each effect, and with the light shader you have lots of light shaders you can link … Read the rest

Point Cloud Uber Shader

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