th_domeAFL Mac compile

September 8th, 2009



I had a request today to put together a Mac universal compile of domeAFL. Since I had to make a few tweaks to get it building properly under OS X 10.6 Intel, I’m sharing my build and sourcecode. Someone else out there might find this useful.

It’s a mentalray lens shader that does 180° distortion for projection on planetarium / IMAX domes. Might come in useful if you want to unwrap your own scene for IBL effects as well.

Also worth mentioning that this isn’t just a universal compile, it’s a fat universal compile: PPC, Intel 32, Intel 64 in a single .so. I figure Autodesk might release a 64 bit Maya on the Mac side one of these years, so why not?

The compiled shader and source code are attached below:

th_DomeAFL.zip full package (including source) for Maya 2009 SP1a and later: OS X PPC/Intel32/Intel64

th_DomeAFL for Maya 2008 SP1 (shader only): OS X PPC/Intel32

Entry Filed under: CG, Geek

5 Comments Add your own

  • 1. Daniel "theDOTT" Ott  |  September 9th, 2009 at 1:47 pm

    I wrote this shader back in grad school in ‘04. Since graduating, I haven’t had access to Maya or a Mac to keep it updated so it’s great to see that you’ve done this. Would you mind I posted a copy of the zip on my website? Just let me know. Thanks!

  • 2. Trey  |  September 9th, 2009 at 3:46 pm

    Daniel,

    Go for it… it’s your shader!

    You might want to re-download the package though. I just made a couple tweaks for documentation’s sake and realized that I left the mental 3.7 header files in my build folder… convenient, but bad for the long term.

    Basically the only real tweaks I made were to make sure that the DLLExport was externalizing properly (I changed the nodeIDs in the .mi too). Apart from that, just minor semantic stuff to make them proper .cpp instead of .c. The 10.6 64-bit compiler is a little bit picky.

    But, it’s enough of a tweak from your original that forking it to a th_ branch made sense just to avoid confusion.

    It should build fine on Win & Linux boxes, but I haven’t updated or included the buildfiles for other platforms as I haven’t got compilers installed for them at the moment, and didn’t want to include anything without testing it first.

  • 3. Trey  |  September 9th, 2009 at 6:42 pm

    I just updated the post with a separate version compiled against Maya 2008 sp1 OS X. No 64-bit support in that version, I’m afraid, but it’s universal.

  • 4. Mark Stewart  |  March 24th, 2010 at 12:54 pm

    Heya, I’m a mac newbie- I get a mayatomr.custom “can’t find shader library” error when I try to render with either of these. they’re installed in the appropriate folders in the .app and show up in the MR shader manager. I’m sure I’m just missing a step or somesuch. I’m on Maya 2009 on 10.5.8

    Thanks!

  • 5. Trey  |  March 24th, 2010 at 11:12 pm

    Hrm. I’m a bit busy at work for the next couple weeks, but I can look into it for you when I get a spare moment.

    It it telling you specifically which shader library that it’s missing? It’s testing just fine against my 10.6 / Maya 2010 build here, but that doesn’t really mean much (dev tools, available mr .so’s that it’s compiled against).

    –T

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