Hi,
I wanted to present our plugin for Maya called pico. It's basically a graphics engine and also a fast GPU based renderer. The basic rule is - "You have 100% preview of what you'll see in your game or standalone application". This includes logics and mechanics.
Here's a [ame="
http://www.youtube.com/watch?v=uBXHwcNhJFk"]movie[/ame] showing how pico was used for making "Linger In Shadows" released by Sony for Playstation3.
Here you'll find more info, tutorials and download section:
picoMayaPlugin3.0
Thanks for your interest!
Replies
I'll take a look
Currently export and rendering to multiple frames/avi has been disabled. It's because of some recently reported bugs. We'll make an update in couple of days.
got another link
[ame]http://pl.youtube.com/watch?v=uBXHwcNhJFk[/ame]
great stuff...
will try..
i tried to install it but saw this error
Error opening the file for writing:
\bin\cg.dll
and \bin\cgGL.dll
when i try to enable the plugin it does not load.
// Error: Unable to dynamically load : C:/Program Files (x86)/picoMayaPlugin/plug-ins/pico.mll
//
// Error: //
// Error: (pico) //
BTW, i tried this on a Vista64 machine. is this plugin 64bit compatible ?
// Error: Unable to dynamically load : C:/Program Files (x86)/picoMayaPlugin/plug-ins/pico.mll
is your .mll file compiled for maya 64 bit version ?
i am on Maya 2008 x64 version, did you test on 64 version or 32 ?
Hopefully it will change in January.
MM: I'll try to make another test run tomorrow and will write if we were able to reproduce that.
Cheers
Ok, I think I have the answers. Currently 2008 version is only for 32 bit Maya's. It works on Vista 64 bit with Maya 2008 32 bit. The new installer checks if you have proper maya installed. 64 bit version will be delivered as soon as we setup 64 bit compiler.
warby: for what do you need additive/multiply blending? Currently picoNativeShader supports transparency (alpha blending) and picoParticleShader supports all types of blending (including additive/multiply etc).
As for the news, we are uploading a new version and a new tutorial showing depth of field functionality.
Cheers!
bonzaj
There will be of course a 2009 version but after a new year. Then I'm hoping to receive a pack of different versions.
I like what I read about it being free for non commercial purposes, that opens it up for educational purposes be it school of own personal learning, something that dictates alot of respect, would you mind if I told my Modeling teachers about this plugin ?
There's a new version available. Besides fixing some bugs it works on 64 bit Maya 2008!
There's also a new tutorial that covers creating glow.
Harryscary276: Of course you can show it to your teachers . the plugin should work on ATI. There will be some problems while trying to use some of the features like soft shadows or depth of field.
mahreeooce: thanks for kind words. The news are that we already compiled a version for Maya 2009. There are also some new features available like cone step mapping (there's an auto generator of displacements maps inluded in the maya interface).
Cheers!
I've got some news. We have a new page completely dedicated to pico:
http://plastic-demo.nazwa.pl/wordpress/?cat=9
Bu that's not all. There's a new version available in the downloads section
which finally enables you to render to image and video streams. More over
we have fixed the bug with non rigid deformations. It means that all types of skinning, blendshapes, etc. are now fully operational.
Cheers!
bonzaj
As for the SSAO - we are rewritting the old one - that's why we disabled it so there will be no need to create SSAO2 node for backwards compatibility.
As for the shadows for other types of light than spot. They'll be added pretty soon - I'll let you know . I'm glad that people request more and more features. Thanks to that I know what is more important and what is not.
Cheers
I wanted to mention is on the texture mixer node
Is there a way to use a black and white map to mask the blend method between 2 textures? I couldnt find a way even using alpha blend method. Let´s say i want to make a whole terrain mask with a gray map and i want to blend 2 tiled textures on this terrain, whenever alpha map gets white it shows the 2nd texture. Is that possible with texturemixer?
Another good point also would be good to have on the buffer not only color, depth and normal data, but also the specular data in a way we can use only the specular to have bloom or something like that. Or we can plus the specular into color at the buffer to get a really nice quality and better bloom effect. Maybe with only expressions i already can do that? Let me know.
A good idea also would do some icons to help on the hypergraph or even make a new hypergraph window for the shaders, post process and textures and the connection inputs to be seen and organized. Of course, that may be pretty awesome but also hard to do.
I think i found a bug trying to put a map on the Shininess input of the native shader. It says is getting an error and it is a RGB Targa file. I tried connecting only the R but no work as well.
I think i´m asking too much in here. Please if yes, consider only as a feedback, bugs and some ideas.
Thanks for your great feedback.
1. To get an alpha blending in texture mixer you need to have a 4 component texture (png or TGA) and switch operation to alpha. This NEEDS to be changed. We'll make opacity attribute texturable and this will lead you to exactly what you want.
2. We will check the specularity bug.
3. As for outputting separate specular - this is on our high priority list - I've already received this request more than once.
4. What you need in hypershade is the swatches (shader and texture icons) - they are also on our list .
We will gladly fix everything as soon as we'll come back from our winter break (we'll be back on 5th of January).
I'm happy that you've overcome our UI so quickly
Cheers!
bonzaj
- Would be great to have a better way to select the post process effects and delete it, I am now using the keyboard to find it, hehe, and then selecting it by name and deleting the node.
- For the blending things, would be nice to have modulate 2x or modulate 4x effect in a way we could blend the lightmap pretty easy.
- I´m sorry, i didnt understand how to make the 4 component thing, could you give me some help on it?
All the best man. This is rocking!
However I cannot seem to find the download link anymore? I am looking for the maya7 and 8 releases.
Also, great choice for a dog :P Hound Dogs are the best, ever!
http://plastic-demo.nazwa.pl/wordpress/?cat=10
So the new release is ready. We fixed some of the bugs mentioned here (texture mixer has now texturable opacity and shininess bug has been fixed). There were some nice changes made to cone step displacement generator (you can now save your map to disc). But that's not all!
The two most important changes are:
- we now have ports to all Maya's starting from 7.0 (this includes 8.5, 2008, 2009 in both 32 and 64 bit versions)
- the picoStandAlone viewer has been released. It means that you'll be able to export your scene to package file and share it with others. You will be able to add interactions to your scenes allowing them to become realtime presentations.
Have fun
Thanks a lot Bonzaj!
It's scheduled for the next release (around Friday).
Is there a way you can set the drawing order for each object?