Morteza Ramezanali, a Technical Artist, updated his demoreel featuring various plugins as Flux, Flex and Tornado for AD’s Maya: [vimeo]https://vimeo.com/47634677[/vimeo] More details : Segment 01 ——————- FLUX: An approximate image based lighting tool for Maya – Plug in Development ——————- Technology: C++, Maya API, MEL, Boost, OpenGL, OpenMP, OpenExr ——————- Description: Main Features: • Less Noise in Render • Less Render-time • Editable and Key able • Precise Control over the result • Ideal for lighting Fur, Hair, Fluids and matching lights with Live action • Combines and interpolates multiple sets of HDRI • Pipeline friendly; Exports centroids data to Maya’s native data structure • Artists friendly; Customized “Attribute Editor Templates” for easy node connection and traversal • Fast and responsive; Multi-threaded and accelerated using built-in kdTree • Interactive modification of lights properties • Output statistics, verbose, diagnostic data Flux Pipeline: Stage (1) – Importing data • [ fluxLoader ]: Supports all type of openExr files (Tiled, Scanline, Multichannel) with channel shuffling and extra bit info; Built-in support for Latitude-Longitude and Cube environment maps. Stage (2) – Pre-processing • [ fluxLuminance ]: Computes luminance energy of input data with compensation at poles • [ fluxSat ]: Accelerate computation using SAT (Summed Area Tables) Stage (3) – Centroids Generation • [ fluxMedianCut ]: Adaptive and fixed importance sampling using MedianCut algorithms with an optional pre-processing Barlet filtering •[ fluxHammerslayHalton ]: Importance sampling with Hammerslay / Halton sequences and computing energy based on Voronoi patterns • [ fluxUserInput ]: Generates centroids based on user’s input, UVs, Radius, Falloff; Computing luminance/color by using Mean, Normal or Sum operator. Stage (4) – Visualizing • [ fluxCentroidsViz ]: Visualizes centroids data in viewport including Color, Luminance scale, Magnitude, IDs, Centroids orientation Stage (5) – Centroids Editing • [ fluxCentroidsTransform ]: Centroids transformation including translation, rotation, radius and orientation; Meta information including Location, description and centroids count • [ fluxCentroidsField ]: Generates centroids field by combining multiple sets using weight balance or union interpolation • [ fluxCentroidsEdit ]: Clustering and selecting centroids by Luminance, Color, UV ranges, Volume and IDs; Cleanup and deleting centroids; Editing centroids color and luminance using stackable operators with priority feature; including Generic, Set-Range, Normalize, Clamp, Override (Axial) and remapping in RGB or HSV color space Stage (6) – Exporting data • [ fluxCentroidsExport ]: Exports centroids data to Maya’s native data structure including Matrices, Colors, Energies, UVs; Ideal for transferring data to shaders, lights, etc. • [ fluxGlobal ]: Global container for flux’s IBL settings, lights rigs and flux’s Mentalray shader • [ fluxMentalrayIBL ]: Utilizing centroids data inside Mentalray • [ fluxLightsGeneration ]: Generates light rigs based on centroids data and global container nodes Segment 02 ——————- FLEX: General purpose feather system for Maya – Plugin Development ——————- Technology: C++, Maya API, MEL ——————- Description: Main Features: • Non-Destructive workflow • Interactive modification • Applying animation using key frames and dynamics • Styling using control curves • Pipeline friendly; Saves and Exports feather data to attribute maps and Maya’s geometry cache Flex Pipeline: Stage (1) – Sample distributing • [ Particle Repulsion ]: Distributing samples using particle repulsion algorithm • [ Uniform ]: Distributing samples using uniform methods including grid and padded grid • [ Paint Samples ]: Painting samples using Artisan for greater control over samples distribution • [ Randomizing Samples ]: Adding chaos to samples using various methods including noise and randomization • [ Cut and Density Maps ]: Applying Cut map to remove samples; Applying density map to alter density of samples Stage (2) – Flex geos scattering • [ Spine ID Editor ]: Defining Edge Spine ID for flex geometries • [ Flex Scattering ]: Scattering flex geometries over samples using various options including Instancing, initial orientation, etc. Stage (3) – Tweaking and Editing Flex geos • [ Flex Replacing ]: Non-destructive flex geometry replacement using various options including map, range and deep mode • [ Flex Attributes Mapping ]: Setting flex geometries attributes by mapping to files and textures • [ Randomizing Flex Attributes ]: Adding randomization to flex geometries attributes • [ Flex Initial State Editor ]: Setting flex geometries initial states after tweaking and editing Stage (4) – Flex Partitioning • [ Flex System ]: Defining various flex system for greater control over flex geometries (Wing, Body, Chest, …) • [ Flex Active Mode Editor ]: Setting active flex mode including Guided (Control Curves), Passive (Interpolated), Static Stage (5) – Styling • [ Guided Flex Styling ]: Styling passive flex geometries using active guided flex geometries Stage (6) – Dynamics / Animation • [ Set Collision ]: Attaching geometries to flex systems as collision objects • [ Connect to Field ]: Connecting Maya’s fields to flex systems Stage (7) – Exporting Cache • [ Flex Attributes Exporter ]: Exporting flex geometries attributes using texture maps • [ Flex Cache Exporter ]: Exporting flex geometries animation to Maya’s native geometry cache format Segment 03 ——————- Tornado: Case study – Plug in Development ——————- Technology: C++, Maya API, MEL ——————- Description: • [ dnaTransferFluidAttributes ]: Transfers particle’s scalar and vector including customPP attributes to fluid containers within Add, Replace and Multiple modes. Interpolates data using linstep, smoothstep and hermite functions. • [ dnaTransformInterp ]: Interpolates transformation matrix between arrays of matrices • [ dnaRampInfo ]: Maps array of attributes using curves In this example dnaTransferFluidAttributes was used to transfer particles’ attributes from tornado rig to fluid container; dnaTransformInterp was used to interpolate surface between main controllers (Stretchy Setup) and dnaRampInfo was used to add extra details to the surface of tornado.