Hi everyone,
I've spent the last couple of months building a toolbox in Maya with python. The point of the exercise has been to display the color sets in Maya as a Photoshop-style layer stack (with basic blend modes).
The tool consists of a window with tools, and some shaders that are custom-generated to the project under development.
Some cherry-picked features I'd like to point out are integrated curvature-based ramp coloring, occlusion baking automation (with mental ray), and the process to bake materials into UV-channels for exporting into game engines.
It's not high-tech by any means, but should make vertex colors way more convenient to play.
The tool works best on Maya 2018 / Windows. The custom shaderfx shaders fail on OSX (only one layer at a time is visible, not the composited end result).
Here's a link to the tool:
https://github.com/FrandSX/sxtools The release is under MIT license, which means you're pretty much free to modify the tool as you please.
I'd love any feedback.
Replies
along with this:
Error: TypeError: file C:/Users/MyUser/Documents/maya/scripts\sxtools.py line 5148: Invalid arguments for flag 'select'. Expected int, got [ int ]
Pretty much no idea what I did wrong, but i would really love to give this a try. Hope there is a way to get it working,
Cheers!
Are you on Maya 2018.4?
As a quick check, I run the script from /maya/2018/scripts -folder, in case there's a problem with the env/path variables.
It occurred to me that if the tool fails to start, one thing is to check the shaderfx plugin is loaded.
The quality is similar to Mental Ray, and speed is (multiple times!) faster with low-poly objects. Once the poly counts get higher, Mental Ray gains the lead thanks to its multi-threading.
https://github.com/FrandSX/sxtools-blender