Domemaster3D Shader v1.5 Released

By , July 13, 2014 8:14 am

There is a new Domemaster3D Shader v1.5 release for Maya + 3DS Max. This installer is compatible with 3DS Max 2009-2015 and Maya 2010-2015 on Windows, and Maya 2011-2015 on Mac OS X.

Domemaster3D v1.5

Maya Note: The Domemaster3D Shader v1.5 has updated the Maya Binary (.mb) Node ID codes used for the domeAFL and latlong_lens shaders. If you open a .mb file created in a previous Domemaster3D release, you should use the "upgrade" tool in the Domemaster3D shelf to modify the Node ID codes. Lens shader nodes that need to be updated will have their icons replaced in the Hypershade with the red text that reads "NodeID Upgrade Required."

Download Links

You can download the new Domemaster3D release on GitHub:

https://github.com/zicher3d-org/domemaster-stereo-shader/releases

Updated Wiki Pages

The following wiki pages have been created / updated:

Version 1.5 Changes


July 12, 2014

3DS Max Changes

The Domemaster Stereo Shader has been tested with 3DS Max 2015 and everything works as expected.

Maya Changes

Updated the Domemaster3D installer for Maya to place the scripts, shelves, and icons in the C:\Program Files\Domemaster3D\maya folder.

Domemaster3D Menu Update

The Domemaster3D Menu (that is located in the Rendering Menu Set) has been updated to include the new tools.

Windows Domemaster3D Menu

If you want to add the Domemaster3D menu items to your own custom shelves, it is possible to use the "Control + Shift + Menu Item Click" technique. The selected menu item will then appear in the current shelf tab and have the unique icon preset for the specific tool.

Maya 2015 users will notice the Domemaster3D Menu has implemented the new menuItem -dividerLabel grouping system to categorize the menu items for clarity.

Upgraded DomeAFL Node IDs

The new "Upgr" Upgrade Domemaster Node IDs button will look in your Maya scene for any legacy node types that are latlong_lens, domeAFL_FOV, domeAFL_FOV_Stereo, or domeAFL_WxH node types and replace them with newly created nodes using the information from the current domeFL_FOV_Stereo.mi mental ray include file for the shader's current Node ID type. The domeAFL Extra Attributes will be refreshed too, along with the linked in dome preview shape.

Dome Viewer Updates

Updated the DomeViewer geometry with a new all quads based fulldome mesh

Added a new "time" setting for adjusting the Maya scene's frame rate

Updated the DomeViewer mesh UV layouts:

  • Angular Fisheye 360 Degree
  • Fulldome 180 Degree
  • Fulldome 180 Degree on 4:3 Ratio Background
  • Fulldome 180 Degree on 16:9 Ratio Background
  • Latitude Longitude / Equirectangular

Changed the DomeViewer file selector filter to improve QuickTime and AVI move selection

Added a DomeViewer View Navigation "Reset" button

Improved the imported DomeViewer's mesh scale settings

Mental Ray Autoloading

Added a mental ray force plugin loading function to the domeMaterial commands that require mental ray to work

This will load the mental ray renderer when you use a command that requires it if mental ray wasn't set to to be an autostart plugin item in the plugin manager.

Updated the code that makes sure mental ray is loaded and active before adding Domemaster3D based mental ray lens shaders to the scene

DomeGrid Update

  • Updated the DomeGrid Attribute Editor Window UI
  • Added domeGrid controls to change number of sections and spans on the dome shape.

Render Settings Updated

Adjusted the default AA anti-aliasing quality and render settings that mental ray uses when a domeAFL_FOV, domeAFL_FOV_Stereo, domeAFL_WxH, and latlong_lens camera is added to the scene. This will make your experience better as the default quality settings will be increased after adding a fulldome or latlong camera to the scene and your immersive renders will look crisper.

Updated the Automagic shelf button code to apply a render time smoothing to the sphere test shape.

Starglobe Tool Update

The starglobe tool was updated to add a remapColor node to the Starglobe mentalrayTexture shading network so you can adjust the brightness of the stars. To brighten the starts you can select the "starglobe_remapColor1" node in the Hypershade, expand the remapColor "Input and Output Ranges" section and increase/decrease the "Output Max" value. This acts as a direct multiplier to the brightness of the starglobe texture and the results are visible at render time. An Output Max value of 1 means no change, a value of 4 will make the star texture map 4X brighter, and a value of 0.5 will make the star texture map half as bright.

Maya Domemaster3D Shelf Updated

  • The Version tool & Wiki tool URLs point at the Domemaster Stereo shader page on GitHub
  • New Color Image Sequence Material" tool added.
  • A new "FulldomeIBL" tool was added.
  • A new "HemirectIBL" tool was added
  • A new "rLog" button was added that opens the current MayaRenderLog.txt file.
  • A new "Histogram" image analysis tool was added.
  • A new "Diag" button was added that generates a Maya Diagnostics Report and saves it to your desktop.

Default DomeAFL Camera FOV Changed

Changed the domeAFL openGL hardware viewport default focal length from 4 mm (160 degree FOV) to 18 mm (90 degree FOV). This is separate from the fulldome rendertime default FOV value which is 180 degrees.

New Maya Attribute Presets

The following Maya attribute presets have been added to the Domemaster3D folder

domeAFL_FOV_Stereo

  • Large_Hyperstereo_Depth_65cm_Separation
  • Normal_Depth_6.5cm_Separation
  • Small_Macro_Scale_Depth_0.65cm_Separation

gammaCorrect

  • gamma_1_correction
  • gamma_dot_4545_correction

Note: This preset is helpful when using a gamma correct node to adjust a file texture, or color swatch for proper linear workflow (in Maya versions prior to Maya 2015). It applies a .4545 gamma correction to a color swatch or a non linear workflow gamma corrected texture like an 8-bit PNG, TIFF or JPEG image. You would connect the gamma correct node between the surface material and the texture map. For gamma corrected color swatches you would connect the gamma correct node to a surface material and the gamma nodes' color swatch would be used with the 0.4545 gamma value being applied at render time.

mib_texture_remap

  • angular_180_degree_remap
  • angular_220_degree_remap
  • angular_270_degree_remap
  • angular_360_degree_remap
  • hemirect_360x090_degree_remap
  • hemirect_360x110_degree_remap
  • hemirect_360x135_degree_remap
  • hemirect_360x180_degree_remap
  • regular_mapping

Note: If you want to adjust the "FulldomeIBL" or "HemirectIBL" shelf tool to work with footage with different FOVs you can select the mib_texture_remap node in the Hypershade and apply one of the presets in the attribute editor window.

When you apply the mib_texture_remap texture presets the IBL texture maps will appear flipped due to an inside vs outside view issue that is common in the Maya mental ray IBL shape node. You can correct the environment map direction by typing a "-1" value into the first field in the mib_texture_remap node's transform matrix cell grid.

mib_texture_vector

  • screen_space
  • uv_texture_space

pfxToon

  • wireframeGridToon
  • wireframeGridToonTiny

Note: wireframeGridToon is a simple preset that applies a wireframe style shader outline to a polygon mesh using the paintFX toon shader system. This can be used to render a fulldome compatible wireframe shape with the DomeAFL_FOV shader.

remapColor

  • regular_settings
  • ldr_to_hdr_boost_05x
  • ldr_to_hdr_boost_10x
  • ldr_to_hdr_boost_15x
  • ldr_to_hdr_boost_20x
  • ldr_to_hdr_boost_25x
  • ldr_to_hdr_boost_30x

Note: If you have an 8-bit style PNG/JPEG/TGA/TIFF/IFF texture map or image sequence that you want to use as a final gather or light emission material you can use a remapColor node to boost the highlights.

These presets will let you use the brightest areas in the low dynamic range image as the light sources. The ldr_to_hdr_boost presets will take the bright areas in the image that are at least 96% bright ( a 244+ value in a 0-255 color range, or a 0.96 value in a float range) and boost them dramatically. As far as the preset naming goes, the ldr_to_hdr_boost_15x preset will boost the maximum image value by 15 times which means a value of 1 in the float color range will be boosted to 15.0.

If the ldr_to_hdr_boost preset doesn't make the scene bright enough for light emission you can change expand the remapColor nodes' Input and Output Ranges section and change the Output Max value higher. The Output Max control is a direct multiplier on the image brightness.

To apply a remapColor node to an environment texture like the ones used in the FulldomeIBL and HemirectIBL tools you can place the remapColor node between the mib_texture_lookup.OutValue and the mentalrayIblShape1.color attributes.

surfaceShader

  • safe_viewing_zone_blue
  • zero_parallax_orange

viewColorManager

  • linearWorkflow
  • sRGB_workflow

Note: You can apply the "viewColorManager" presets by opening the Render Window, then select the "Display > Color Management..." menu item. In the viewColorManager Attribute Editor window select the Presets button and choose the linearWorkflow or sRGB_workflow entries.

The "linearWorkflow" preset sets the Render View's Color Management settings to "Linear" for the rendered image's color input profile and "sRGB" as the display profile. This will make it easier to view 16 bit half float EXR renders correctly in the Render View.

The "sRGB_workflow" preset sets the Render View's Color Management settings to "sRGB" for the rendered image's color input profile and "sRGB" as the display profile. This will make it easier to view 8-bit style output PNG/JPEG/IFF renders correctly in the Render View.

Folder Hierarchy Updated

The Domemaster3D shader folder now has the following directory structure:

The domeAFL mental ray shader files are stored in the following folders:

  • C:\Program Files\Domemaster3D\maya\shaders
  • C:\Program Files\Domemaster3D\maya\shaders\include

The Maya files for the Domemaster3D shader are stored using the following hierarchy:

The Maya and Max supporting images and meshes are stored in the folder:

C:\Program Files\Domemaster3D\sourceimages

Sourceimages Assets Updated

The new "all quads" based fulldome mesh is located at: The new "all quads" based fulldome mesh is located at:

  • C:\Program Files\Domemaster3D\sourceimages\fulldome_quads_mesh.ma
  • C:\Program Files\Domemaster3D\sourceimages\fulldome_quads_mesh.obj

This fulldome_quads_mesh shape is designed to eliminate the pinch point zone that would exist with a regular polygon sphere based dome mesh that has triangle points meeting at the pole.

There is a version of the "all quads" fulldome mesh that has the UV space adjusted for fulldome video texture maps that have been composited over a 4:3 ratio and 16:9 ratio background. These were included for the DomeViewer tool so it would be possible to playback fulldome footage that was composited into a 1280x720 or 1920x1080 frame size.

  • C:\Program Files\Domemaster3D\sourceimages\fulldome_quads_4_3_mesh.ma
  • C:\Program Files\Domemaster3D\sourceimages\fulldome_quads_16_9_mesh.ma
  • C:\Program Files\Domemaster3D\sourceimages\fulldome_quads_4_3_mesh.obj
  • C:\Program Files\Domemaster3D\sourceimages\fulldome_quads_16_9_mesh.obj

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The Arnold Syntax Highlighter Handles Arnold Shader Metadata Files

By , June 23, 2014 8:42 pm

I published an updated v1.2 release of my Arnold Syntax Highlighter module on Github. The latest version adds Notepad++ syntax highlighting support for Arnold Shader Metadata (.mtd) files which is handy since I'm starting to research the possibility of porting Mental Ray lens shaders over to Arnold.

I've also included a customized Compare.ini file that improves the legibility of the Notepad++ Comparison module when it is used with the Obsidian Theme.

You can download the updated Arnold Syntax Highlighter module on GitHub:
https://github.com/AndrewHazelden/Arnold-Syntax-Highlighter

Arnold Syntax Highlighting Screenshot

The latest update adds Arnold Metadata (.MTD) file support.

The latest update adds Arnold Metadata (.MTD) file support.

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