السلام عليكم ورحمة الله وبركاته :
هذا mel لإنشاء ريندر حلو ( sky light ) هذا الmel :
CreateDirectionalLight ;
rename "MSL_SDL_type1_0";
scale 1 1 1;
move 0 0 13;
rotate 0 0 0;
setAttr "MSL_SDL_type1_0.useDepthMapShadows" 1;
setAttr "MSL_SDL_type1_0.intensity" 0.1;
setAttr "MSL_SDL_type1_0.dmapFilterSize" 2;
setAttr "MSL_SDL_type1_0.emitSpecular" 0;
setAttr "MSL_SDL_type1_0.dmapResolution" 128;
move -r 0 0 -13 MSL_SDL_type1_0.scalePivot MSL_SDL_type1_0.rotatePivot ;
duplicate -rr; rotate -r -30 0 0; for ($i=1; $i<3; ++$i) duplicate -rr -st;
select MSL_SDL_type1_0;
duplicate -rr; rotate -r 0 30 0; for ($i=1; $i<11; ++$i) duplicate -rr -st;
select MSL_SDL_type1_1;
duplicate -rr; rotate -r 0 45 0; for ($i=1; $i<7; ++$i) duplicate -rr -st;
select MSL_SDL_type1_2;
duplicate -rr; rotate -r 0 90 0; for ($i=1; $i<3; ++$i) duplicate -rr -st;
group -n MSL_Lights_G1 MSL_SDL_type1_0 MSL_SDL_type1_1 MSL_SDL_type1_2 MSL_SDL_type1_3 MSL_SDL_type1_4 MSL_SDL_type1_5 MSL_SDL_type1_6 MSL_SDL_type1_7 MSL_SDL_type1_8 MSL_SDL_type1_9
MSL_SDL_type1_10 MSL_SDL_type1_11 MSL_SDL_type1_12 MSL_SDL_type1_13 MSL_SDL_type1_14 MSL_SDL_type1_15 MSL_SDL_type1_16 MSL_SDL_type1_17 MSL_SDL_type1_18 MSL_SDL_type1_19 MSL_SDL_type1_20
MSL_SDL_type1_21 MSL_SDL_type1_22 MSL_SDL_type1_23 MSL_SDL_type1_24 ;
spaceLocator -p 0 0 0;
rename "locator1" "MSL_LOC";
setAttr "MSL_LOC.scaleX" 12;
setAttr "MSL_LOC.scaleY" 12;
setAttr "MSL_LOC.scaleZ" 12;
addAttr -ln Intensity -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.Intensity;
addAttr -ln useDepthMapShadows -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.useDepthMapShadows;
addAttr -ln colorR -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.colorR;
addAttr -ln colorG -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.colorG;
addAttr -ln colorB -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.colorB;
addAttr -ln shadowColorR -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.shadowColorR;
addAttr -ln shadowColorG -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.shadowColorG;
addAttr -ln shadowColorB -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.shadowColorB;
addAttr -ln dmapResolution -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.dmapResolution;
addAttr -ln dmapFilterSize -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.dmapFilterSize;
addAttr -ln dmapWidthFocus -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.dmapWidthFocus;
addAttr -ln fogShadowIntensity -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.fogShadowIntensity;
addAttr -ln fogShadowSamples -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.fogShadowSamples;
addAttr -ln depthBias -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.depthBias;
addAttr -ln emitDiffuse -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.emitDiffuse;
addAttr -ln emitSpecular -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.emitSpecular;
addAttr -ln useMidDistDmap -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.useMidDistDmap;
addAttr -ln useDmapAutoFocus -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.useDmapAutoFocus;
addAttr -ln useLightPosition -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.useLightPosition;
setAttr "MSL_LOC.Intensity" 0;
setAttr "MSL_LOC.useDepthMapShadows" 0;
setAttr "MSL_LOC.colorR" 0;
setAttr "MSL_LOC.colorG" 0;
setAttr "MSL_LOC.colorB" 0;
setAttr "MSL_LOC.shadowColorR" 0;
setAttr "MSL_LOC.shadowColorG" 0;
setAttr "MSL_LOC.shadowColorB" 0;
setAttr "MSL_LOC.dmapResolution" 0;
setAttr "MSL_LOC.dmapFilterSize" 0;
setAttr "MSL_LOC.dmapWidthFocus" 0;
setAttr "MSL_LOC.fogShadowIntensity" 0;
setAttr "MSL_LOC.fogShadowSamples" 0;
setAttr "MSL_LOC.depthBias" 0;
setAttr "MSL_LOC.emitDiffuse" 0;
setAttr "MSL_LOC.emitSpecular" 0;
setAttr "MSL_LOC.useMidDistDmap" 0;
setAttr "MSL_LOC.useDmapAutoFocus" 0;
setAttr "MSL_LOC.useLightPosition" 0;
setAttr "MSL_LOC.Intensity" .13;
setAttr "MSL_LOC.useDepthMapShadows" 1;
setAttr "MSL_LOC.colorR" .866;
setAttr "MSL_LOC.colorG" .94;
setAttr "MSL_LOC.colorB" 1;
setAttr "MSL_LOC.dmapResolution" 128;
setAttr "MSL_LOC.dmapFilterSize" 3;
setAttr "MSL_LOC.dmapWidthFocus" 1;
setAttr "MSL_LOC.fogShadowIntensity" 1;
setAttr "MSL_LOC.fogShadowSamples" 20;
setAttr "MSL_LOC.depthBias" .01;
setAttr "MSL_LOC.emitDiffuse" 1;
setAttr "MSL_LOC.emitSpecular" 1;
setAttr "MSL_LOC.useMidDistDmap" 1;
setAttr "MSL_LOC.useDmapAutoFocus" 1;
عندما تنشئ هذا الـ mel ستجده قد اختار الـ locator إذهب بعدها إلى
window
Animation Editors
Expression Editor
ضع فيه الباقي من البرمجة والموجود في المقال التالي ( وأنت مختار الـ locator).
تحياتي .
أي أسئلة .
هذا mel لإنشاء ريندر حلو ( sky light ) هذا الmel :
CreateDirectionalLight ;
rename "MSL_SDL_type1_0";
scale 1 1 1;
move 0 0 13;
rotate 0 0 0;
setAttr "MSL_SDL_type1_0.useDepthMapShadows" 1;
setAttr "MSL_SDL_type1_0.intensity" 0.1;
setAttr "MSL_SDL_type1_0.dmapFilterSize" 2;
setAttr "MSL_SDL_type1_0.emitSpecular" 0;
setAttr "MSL_SDL_type1_0.dmapResolution" 128;
move -r 0 0 -13 MSL_SDL_type1_0.scalePivot MSL_SDL_type1_0.rotatePivot ;
duplicate -rr; rotate -r -30 0 0; for ($i=1; $i<3; ++$i) duplicate -rr -st;
select MSL_SDL_type1_0;
duplicate -rr; rotate -r 0 30 0; for ($i=1; $i<11; ++$i) duplicate -rr -st;
select MSL_SDL_type1_1;
duplicate -rr; rotate -r 0 45 0; for ($i=1; $i<7; ++$i) duplicate -rr -st;
select MSL_SDL_type1_2;
duplicate -rr; rotate -r 0 90 0; for ($i=1; $i<3; ++$i) duplicate -rr -st;
group -n MSL_Lights_G1 MSL_SDL_type1_0 MSL_SDL_type1_1 MSL_SDL_type1_2 MSL_SDL_type1_3 MSL_SDL_type1_4 MSL_SDL_type1_5 MSL_SDL_type1_6 MSL_SDL_type1_7 MSL_SDL_type1_8 MSL_SDL_type1_9
MSL_SDL_type1_10 MSL_SDL_type1_11 MSL_SDL_type1_12 MSL_SDL_type1_13 MSL_SDL_type1_14 MSL_SDL_type1_15 MSL_SDL_type1_16 MSL_SDL_type1_17 MSL_SDL_type1_18 MSL_SDL_type1_19 MSL_SDL_type1_20
MSL_SDL_type1_21 MSL_SDL_type1_22 MSL_SDL_type1_23 MSL_SDL_type1_24 ;
spaceLocator -p 0 0 0;
rename "locator1" "MSL_LOC";
setAttr "MSL_LOC.scaleX" 12;
setAttr "MSL_LOC.scaleY" 12;
setAttr "MSL_LOC.scaleZ" 12;
addAttr -ln Intensity -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.Intensity;
addAttr -ln useDepthMapShadows -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.useDepthMapShadows;
addAttr -ln colorR -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.colorR;
addAttr -ln colorG -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.colorG;
addAttr -ln colorB -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.colorB;
addAttr -ln shadowColorR -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.shadowColorR;
addAttr -ln shadowColorG -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.shadowColorG;
addAttr -ln shadowColorB -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.shadowColorB;
addAttr -ln dmapResolution -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.dmapResolution;
addAttr -ln dmapFilterSize -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.dmapFilterSize;
addAttr -ln dmapWidthFocus -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.dmapWidthFocus;
addAttr -ln fogShadowIntensity -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.fogShadowIntensity;
addAttr -ln fogShadowSamples -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.fogShadowSamples;
addAttr -ln depthBias -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.depthBias;
addAttr -ln emitDiffuse -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.emitDiffuse;
addAttr -ln emitSpecular -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.emitSpecular;
addAttr -ln useMidDistDmap -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.useMidDistDmap;
addAttr -ln useDmapAutoFocus -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.useDmapAutoFocus;
addAttr -ln useLightPosition -at double |MSL_LOC;
setAttr -e -keyable true |MSL_LOC.useLightPosition;
setAttr "MSL_LOC.Intensity" 0;
setAttr "MSL_LOC.useDepthMapShadows" 0;
setAttr "MSL_LOC.colorR" 0;
setAttr "MSL_LOC.colorG" 0;
setAttr "MSL_LOC.colorB" 0;
setAttr "MSL_LOC.shadowColorR" 0;
setAttr "MSL_LOC.shadowColorG" 0;
setAttr "MSL_LOC.shadowColorB" 0;
setAttr "MSL_LOC.dmapResolution" 0;
setAttr "MSL_LOC.dmapFilterSize" 0;
setAttr "MSL_LOC.dmapWidthFocus" 0;
setAttr "MSL_LOC.fogShadowIntensity" 0;
setAttr "MSL_LOC.fogShadowSamples" 0;
setAttr "MSL_LOC.depthBias" 0;
setAttr "MSL_LOC.emitDiffuse" 0;
setAttr "MSL_LOC.emitSpecular" 0;
setAttr "MSL_LOC.useMidDistDmap" 0;
setAttr "MSL_LOC.useDmapAutoFocus" 0;
setAttr "MSL_LOC.useLightPosition" 0;
setAttr "MSL_LOC.Intensity" .13;
setAttr "MSL_LOC.useDepthMapShadows" 1;
setAttr "MSL_LOC.colorR" .866;
setAttr "MSL_LOC.colorG" .94;
setAttr "MSL_LOC.colorB" 1;
setAttr "MSL_LOC.dmapResolution" 128;
setAttr "MSL_LOC.dmapFilterSize" 3;
setAttr "MSL_LOC.dmapWidthFocus" 1;
setAttr "MSL_LOC.fogShadowIntensity" 1;
setAttr "MSL_LOC.fogShadowSamples" 20;
setAttr "MSL_LOC.depthBias" .01;
setAttr "MSL_LOC.emitDiffuse" 1;
setAttr "MSL_LOC.emitSpecular" 1;
setAttr "MSL_LOC.useMidDistDmap" 1;
setAttr "MSL_LOC.useDmapAutoFocus" 1;
عندما تنشئ هذا الـ mel ستجده قد اختار الـ locator إذهب بعدها إلى
window
Animation Editors
Expression Editor
ضع فيه الباقي من البرمجة والموجود في المقال التالي ( وأنت مختار الـ locator).
تحياتي .
أي أسئلة .
تعليق