Maya Plugin Development


#1

We’ll use this thread to post regular updates on the Autodesk Maya plugin.

Official releases can be found on GitHub:


#2

#3

Hi,

Appleseed-Maya doesn’t have any prebuilt binary,
is it because it doesn’t compile yet or just lack of Haggy’s time ?


#4

Hi @calus,

We don’t provide prebuilt binaries yet because appleseed-maya is still very much a work-in-progress. We plan to invest some serious time and efforts within the next few months to bring it up to the level of appleseed-max, our 3ds Max plugin.


#5

We restarted the development of the Maya plugin.
Still early times, but progressing nicely.

Est.


#6

First scene export:

Est.


#7

More progress:

xgenseed start

more complex scene export and basic material translation


#8

More progress:

Render to RenderView and custom OSL nodes with AE templates.

Est.


#9

A example substance material. Not directly supported, but the substance node provides the image filename which can be used in a ordinary file node.
IBL also shown in the image. The gamma nodes in the network are there since there’s not texture pre-processing yet with maketx which would allow us to transform from the input space into the rendering space set in OCIO.



#10

Awesome!


#11

Looks amazing, I’m eager to see this in 3ds max.


#12

#13

I second that!


#14

Time for another status update. This time concerning support for Maya color management, SynColor in particular.
The viewing transform is dealt with by Maya automagically. The input transforms, partially - color picker and color values, but this left texture material to be color managed. The following color spaces are supported:
scene-linear sRGB/Rec.709Rec.2020, DCI-P3, ACES 2065-1 AP0, ACEScg AP1.
And gamma 1.8 Rec.709, gamma 2.2 Rec.709, gamma 2.4 Rec.709 (video), Rec.1886 Rec.709 (camera), sRGB/sRGB.
Log formats and other IDTs might come later.
Rendering spaces supported are: scene-linear Rec.709/sRGB, Rec.2020, DCI-P3, ACES 2065-1 AP0, ACEScg AP1.

Some screenshots. First the target, a X-Rite ColorChecker Classic.

Ingested material color space is denoted in the image. On the left space, without the textures being converted correctly to the working/render space. On the right side, with proper conversion.

In case there are doubts, correctly managed textures are all supposed to look the same and look like the target :wink: