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
http://opticalenquiry.com/nuke/index.php?title=Merge_Blend_Modes
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
http://mayaspiral.blogspot.sg/2012/09/soup-tension-map-basic.html