Puppet & DeeX Shaders – How do I use it for my rendering pipeline?

I am trying to figure out a rendering pipeline that would be robust enough to handle jobs with refractions and transparencies etc etc and what cannot be achieved with them and what should be avoided.

We are using Maya2010 with Pavel Shaders followed by DeeX shaders. I usually use mostly Mia_X_passes shaders exclusively and then comp in Nuke. I want to use EXR for these layers if possible.

I’ve run many tests and combinations but always seem to be having problems. Like i still can’t get a shadow pass going with the DeeXshaders. I am trying to get these layers generally –

Diffuse Result
Shadow Result
Specular Result
Reflection Result
Refraction Result
Ambient Occlusion Result
2D Motion Vector Result
Indirect Result
Depth of Field Pass

I assume the above is all I need to re-create a beauty pass and have control of the shot right? I am embarrassed to say that I still can’t get these things figured out and I really don’t know what I am doing anymore so please do be specific.

Things such as the Depth of field pass. I seem to be able to get it using the standard render layer passes that comes with Maya2010 but I want to streamline everything and not be so lost. In the render settings does "ticking" the z-depth matter if we are rendering a zdepth in the Deex buffer writer? Which passes must be 32bit and which must be 16bit?

Do you guys use the DeeX shader with p_open_exr or just EXR(mi). Why is it that in nuke I usually don’t get all the layers, sometimes their just blank. What do you do to get the above layers?

Thanks guys. Your lost render passes dude.
And I am aware that Maya2011 is supposed to solve the Shadow pass issue but I dont think we are upgrading anytime soon =(

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Alex

Maya 2010 Camera movement into AE cs4

Hey guys!

I’m having problems with importing maya’s camera into AE,

The project is a 3d television with slight cam movement, and I want to be able to change what video is playing on the screen to what the client wants (in AE).

My issue is that I can’t match the Null to the TV screen, when imported into AE.

This is what i’ve done:

Export Iff sequence at 1280*1080, thats fine.

Then i make a .MA file with only the camera and a ‘null_01’ (the null is right in the middle of the TV screen). For the test the null doesn’t move, so i just bake the Camera information.

When bringing into AE the Null and camera both import in, but they aren’t syncing to the TV, they are off. Now in Maya I set my preferences to 30fps and in AE is says the imported Cam (or comp now) is 30 fps. I’ve tried this a few times, and I just cant understand why its not matching perfectly.

Please can anyone help? or has anyone had this problem too?? Thanks!

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Mel Trouble

Hi Guys
I downloaded this zoomerate 1.0 from creativecrash, it opens a seperate window that allows you to move your camera when you are working with an image plane and resets it, my problem is that when I ran the script for the first time it worked, however I forgot to save it and now when I try to run it, I get the error // Error: Object not found: scriptEditorPanel1. //. I’m not sure what this means, I am running on Mac OS 10.5 and have maya 2010. here is the link for it:
http://www.creativecrash.com/maya/do…zoomerator-mel
Also I open the script in TextWrangler or TextEdit and then copy it over or just try to open the file itself.
I’m very new to MEL and never done it before. Any help would be great I thought this would be a great add on when working within Maya.

Thanks

My objects aren’t matching in my passes.

Hello everyone I’m having an Issue with my passes. Right now I have a set of tubes being driven dynamically using hair. They render fine in all of my passes.

I also have a fish that is not rendering fine in all the passes. It appears like the deformations on the fish are about half a frame a head in some of the passes. This is causing serious problems in my comp

Things that might help, I have caches for all the dynamic objects in the scene one for the hair, one for the fish(soft bodies). All passes are being rendered in Mental Ray through Maya 2009. The problem occurs both in the batch render and when rendered inside maya.

Rendering on Windows XP 64 sp2,Intel Q6600, 8 gigs of ram

I’m including this image so you can see the problem. These are both from frame 50 but the fish body doesn’t line up at all.

mattest in exr

Quote:

Maya, 3dsmax, LW, XSI, etc…can write a hundred+ arbitrary matte channels to a single exr file. Next time just have him do that.


http://www.vfxtalk.com/forum/isolate-color-t24354.html

Hey guys i just leard that in exr one cud do multiple mattes…
hw do i go about doing this…..:confused:

thnks

Blend shapes and Displacement map

Question: Do you apply your displacement map to the mesh before doing blendshapes or after? Or it just doesnt matter?

Thank you

Autobackup

Hello All,

Excuse my ignorance; I’m moving to Maya after about 10years of Max…
A simple question: is there no Autobackup in Maya?
I’ve been through the manual, but can’t find any useful answers.

I’m aware of the plugin ajrAutoSave.mel on HighEnd3d.com, but surely in Maya 2010 they must have implemented this basic feature?

Cheers all. 😉

Killing a single particle(specific) after emission…

Hi all,
I wanted to know whether there is a way to kill a specific particle using its particleId after it has been emitted in Maya 2008.
In Maya 8.5 this problem could be solved by selecting the particle and going to the component editor and turning its LifespanPP value to ‘0’..But I am curious to know how to go about this in Maya 2008.

Well, I came across this issue when i rendered few instancers,everything looked perfect but one instanced object obstructed my cam view which I wanted to remove..Any clue??

thanks in advance:)