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  • #46
    بالفعل لا تنسي تعديل قيمة ال Gamma في الصور كلها.

    استعمل هذا السكربت
    mr_texture_gamma_correct.mel

    حمل من هنا
    mr_texture_gamma_correct.mel



    او احظ ما ارفقته في الادني كملف الmel



    /* TOI Gamma Tool */

    // revision 0.6 - january 2008;
    // author(s): S. Mulders & T. Welman
    //
    // Usage: Source the script and start with toi_gamma();


    global proc toi_gamma() {

    if ( `window -exists toi_gamma_window` ) {
    deleteUI toi_gamma_window;
    } else {

    window -t "TOI Texture Gamma Tool" -w 220 -h 260 -retain toi_gamma_window;

    columnLayout -adj 1 -rs 6 -w 290 toi_gamma_mainCol;

    floatFieldGrp -l "Gamma:" -v1 2.2 -nf 1 toi_gammaValue;
    button -l "Update All textures" -c "toi_gamma_update_all()";
    button -l "Update Selected textures" -c "toi_gamma_update_selected()";
    button -l "Remove from All textures" -c "toi_gamma_remove_all()";
    button -l "Remove from Selected textures" -c "toi_gamma_remove_selected()";

    showWindow toi_gamma_window;
    }
    }

    global proc toi_gamma_update_all () {
    string $nodes[] = `ls -mat`;
    float $gamma = `floatFieldGrp -q -v1 toi_gammaValue`;
    toi_fixGamma( $gamma, $nodes );
    }

    global proc toi_gamma_update_selected () {
    string $nodes[] = `ls -sl -mat`;
    float $gamma = `floatFieldGrp -q -v1 toi_gammaValue`;
    toi_fixGamma( $gamma, $nodes );
    }

    global proc toi_gamma_remove_all () {
    string $nodes[] = `ls -mat`;
    toi_removeGamma( $nodes );
    }

    global proc toi_gamma_remove_selected () {
    string $nodes[] = `ls -sl -mat`;
    toi_removeGamma( $nodes );
    }

    global proc toi_removeGamma( string $nodes[] ) {

    string $nodetype,$connected[],$gammaNode,$fileNode;

    //execute the convert options for each shader
    for ($shader in $nodes) {

    $nodetype = `objectType $shader`;
    if ( $nodetype == "mia_material" || $nodetype == "mia_material_x" ) {

    if (`connectionInfo -isDestination ($shader+".diffuse")`) {
    $connected = `listConnections ($shader+".diffuse")`;
    if ( `objectType $connected[0]` == "gammaCorrect" ) {
    $gammaNode = $connected[0];
    $connected = `listConnections ($gammaNode+".value")`;
    $fileNode = $connected[0];
    // remove the node and connect de file node directly
    connectAttribute ($shader,"diffuse",$fileNode,"outColor");
    delete $gammaNode;
    }
    }
    } else if ( $nodetype == "lambert" || $nodetype == "blinn" || $nodetype == "phong" || $nodetype == "phongE" ) {
    if (`connectionInfo -isDestination ($shader+".color")`) {
    $connected = `listConnections ($shader+".color")`;
    if ( `objectType $connected[0]` == "gammaCorrect" ) {
    $gammaNode = $connected[0];
    $connected = `listConnections ($gammaNode+".value")`;
    $fileNode = $connected[0];
    // remove the node and connect de file node directly
    connectAttribute ($shader,"color",$fileNode,"outColor");
    delete $gammaNode;
    }
    }
    }
    }
    }

    global proc toi_fixGamma( float $gamma, string $nodes[] ) {

    string $nodetype,$gammaNode;
    float $gammaValue = (float(1)/$gamma);

    //execute the convert options for each shader
    for ($shader in $nodes) {

    $nodetype = `objectType $shader`;
    if ( $nodetype == "mia_material" || $nodetype == "mia_material_x" ) {

    if (`connectionInfo -isDestination ($shader+".diffuse")`) {
    $connected = `listConnections ($shader+".diffuse")`;
    if ( `objectType $connected[0]` == "gammaCorrect" ) {
    $gammaNode = $connected[0];
    } else {
    // create the node and connect it
    $gammaNode = `shadingNode -asUtility gammaCorrect`;
    connectAttribute ($gammaNode,"value",$connected[0],"outColor");
    connectAttribute ($shader,"diffuse",$gammaNode,"outValue");
    }
    // set the gamma
    setAttr ($gammaNode + ".gammaX") $gammaValue ;
    setAttr ($gammaNode + ".gammaY") $gammaValue ;
    setAttr ($gammaNode + ".gammaZ") $gammaValue ;
    }

    } else if ( $nodetype == "lambert" || $nodetype == "blinn" || $nodetype == "phong" || $nodetype == "phongE" ) {

    if (`connectionInfo -isDestination ($shader+".color")`) {
    $connected = `listConnections ($shader+".color")`;
    if ( `objectType $connected[0]` == "gammaCorrect" ) {
    $gammaNode = $connected[0];
    } else {
    // create the node and connect it
    $gammaNode = `shadingNode -asUtility gammaCorrect`;
    connectAttribute ($gammaNode,"value",$connected[0],"outColor");
    connectAttribute ($shader,"color",$gammaNode,"outValue");
    }
    // set the gamma
    setAttr ($gammaNode + ".gammaX") $gammaValue ;
    setAttr ($gammaNode + ".gammaY") $gammaValue ;
    setAttr ($gammaNode + ".gammaZ") $gammaValue ;
    }
    }
    }
    }

    // Set Attribute procedure
    global proc setAttribute(string $shader,string $attribute, float $value[], string $type) {

    switch($type) {
    case "double3":
    setAttr ($shader+"."+$attribute) -type double3 $value[0] $value[1] $value[2];
    break;
    case "float":
    setAttr ($shader+"."+$attribute) $value[0];
    break;
    }
    }

    // Connect Attribute procedure
    global proc connectAttribute (string $srcShader, string $srcAttr, string $destShader,string $destAttr) {

    connectAttr -force ($destShader+"."+$destAttr) ($srcShader+"."+$srcAttr);
    }




    اخباري: بتاريخ Feb2009
    اتعلم ال Massive software
    وال motionbuilder

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