Sunday, August 4, 2013

How do I change the python version in Maya?

Basically, the article can be summed up into 3 steps:
  1. Create an environment variable PYTHONHOME and set it to point to the version of Python you want (e.g. C:\Python27).
  2. Copy the files from your "MayaDirectory"\Python\Lib\site-packages (e.g. C:\Program Files (x86)\Autodesk\Maya2013\Python\Lib\site-packages) and paste them in "PYTHONHOME"\Lib\site-packages (e.g. C:\Python27\Lib\site-packages).
  3. Restart Maya and see if everything works! You can check which Python is being used by running (from Maya's 'Script Editor'):
    import sys
    print sys.prefix
Pay special attention to the 2nd step where the article underlines how to make Maya's libraries work after you change your environment variable. Note that print statements might start appearing in your 'Output Window' instead of the 'Script Editor' if you haven't done this last step correctly.
However, it's possible to change that by setting the PYTHONHOME environment variable. The following article explains how to do that and how to check that it's setup correctly:

Wednesday, March 6, 2013

Nuke Merge nodes

Very useful table
Blend name Short description Real-world use Use rating
atop 'Cookie-cuts' the BG by the FG. Sometimes useful for combining mattes. *
color-dodge Lightens the BG according to FG colors. Does not affect BG black. A soft, light-colored radial placed over the background will add a vivid highlight. Beautiful for landscape effects. An example of this is the second set of images on this page. ***
color-burn Darkens the BG according to FG colors. Does not affect BG white. Kinda the opposite of color-dodge Good for making things appear burned. *
conjoin-over A bit like over, but ignores the transparency of the FG. Good for 'thickening up' fire. *
difference Shows the difference between the BG and FG. Good for comparing frames and also can be used as a difference matte. **
disjoin-over If both the FG and BG have mattes and the two mattes are 'oposite' of each other (like jigsaw puzzle pieces) then the edges of the mattes are not fringed. Good for compositing CG output where each element has a different hold-out matte. *
hypot Lightens the BG according to the values of the FG. Good for adding reflections. *
in 'Cookie-cuts' FG by BG. Good for combining mattes. *
mask The oposite of in. Good for combining mattes. *
max Compares FG with BG and shows the brightest. Very good for combining mattes. ***
min Compares FG with BG and shows the darkest. Very good for combining mattes. ***
multiply Multiplies FG and BG together. The clasic shadow blend mode. Good for combining the CG shadow pass with a background. ***
over The default merge operation. Lays FG over BG according to matte of FG. Cant live without it. ****
overlay Darkens and lightens the BG according to the values of the FG. Good for adding texture and general ambient contrast. **
plus Lightens BG according to the values of the FG. Good for adding light-sabre lights. **
screen Lightens BG according to the values of the FG. Good for adding light-sabre lights. **
under Places the FG under the FG. Good for straightforward compositing in instances where the primacy of the B feed needs preserving. ***

Tension Map

Long time didnt explore with my own stuff... mostly working in company. My last "paint weight" task was 5 yrs ago in the college. See how things improves after 5 years :D

Monday, April 16, 2012

Crazy tutorial index:

Coding tricks

Mostly Renderman

Thursday, January 6, 2011

Look Development Artist

Job Duties(s): Lighting, Scripting / Programming, Shader Writer / Creation
Software Utilized: C++, Python, MELScript, MTOR, SLIM
Genre(s): Visual FX


The Look Development Artist works as part of the Look Development team that defines all the technical aspects needed to create the appearance of a 3-D element.


• Creating or modify existing shader parameters, painting, and applying texture maps, or developing other custom software to accomplish the art direction goals of character or environment.
• Work with the show supervisors to create final looks and materials for 3D characters and environments to be used in production.
• Runs shots under guidance of Key Creatives
• Participates as a team member in determining various design and technical solutions; provides feedback to other team members of the production.

• 5+ years production experience in Features
• Strong, expert user knowledge of prman, mtor, and slim
• Experience rendering large datasets, experience manipulating ribs, and experience setting up Delayed Read Archives.
• Experience with Plug-in Ri Filters a plus.
• Strong problem solving ability and proven good creative eye.
• Ability to write and apply shaders a plus
• Programming experience (RSL, MEL, Python, C++ a plus) a plus
• Must be able to work in a collaborative environment, and taking direction from Supervisors.

Senior Look Development TD MPC Vancouver - Film

Primary Responsibilities:

• Developing the look of a shot or sequence with the supervision team
• Using an array of commercial and proprietary lighting tools to match CG lighting to on-set lighting
• Producing test and final renders of all CG elements
• Creating working comps for review by the supervision team
• Helping establish suitable work techniques for other team members
• Working in partnership with compositors to ensure shots are delivered to the very highest standard.

• At least 3 years of proven production lighting experience
• Thorough understanding of techniques and technologies related to CG rendering and compositing
• Excellent communication skills
• Proven technical and creative ability in a large feature-film VFX production environment
• Working knowledge of Shake
• Strong problem-solving skills
• Very good understanding of shading, lighting and rendering terminology
• Very good understanding of production pipelines
• Very good knowledge of a production renderer
• Very good knowledge of node-based compositing software
• General understanding of linux/unix-based operating systems
• Python and MEL scripting experience an advantage

Senior Lighting Technical Director

Senior Lighting Technical Directors (TD) work with direction from the CG Supervisors and Digital Artist Supervisors to create the look of computer generated objects and scenes. They are responsible for lighting, shading, rendering, and some compositing.

* Work with competency, energy and enthusiasm within a team environment with daily supervision to complete a shot.
* Demonstrates good listening and communication skills by openly receiving direction and criticism by asking good questions to confirm clear understanding of the directions and how to approach what needs to be done. Once clear, implements the requested changes immediately and raises flags right away if a solution is not quickly found or if there are any delays, making sure the Supervisors and Production are kept in the loop and are up-to-date on the status of one’s shot work.
* Demonstrates basic presentation/communication skills in dailies/shot review by clearly and briefly outlining what has been accomplished and what next should be addressed in the shot.
* Demonstrates the development of an eye toward anticipating potential problems and knowing what could look better in one’s shot.
* Demonstrates the ability to prioritize tasks managing time well, providing everyone with accurate time estimates on shot task completion
* Responsible for mentoring other digital artists in Lighting and Rendering.


* 8+ years work experience required in visual effects.
* Demo reel demonstrating artistic and technical ability is required for this role.
* Feature film experienced required
* Bachelor’s degree in Computer Science or Computer Graphics
* Possesses strong computer programming abilities with visual arts skills.
* Strong working knowledge of Linux, C programming Python and shell scripting is required.
* Familiar with Maya, Comptime, Zeno, Commodore and Repo.