Downloads

5/29/10

Compiled OS X 64-bit (Maya 2011+) version of Jan Sandström’s (Pixero) Mix20Layers, a modified version of Mix8Layers by ctrl.studio.

9/7/09

th_DomeAFL.zip: A modified and recompiled mentalray lens shader that allows for 180° view distortion, for projection on planetarium domes and the like. Read about the shader here. Mac PPC/Intel32/Intel64 compile for Maya 2009 sp1a and later, source code included.

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

6/5/08

Compiled OS X Universal binary version of Jan Sandström’s (Pixero) Mix20Layers, a modified version of Mix8Layers by ctrl.studio.

Available on his site under Shaders->Mental Ray. The Universal .so is contained within the mix20layers shader package.

6/3/08

Compiled OS X Universal binary version of Jan Sandström’s (Pixero) Mental Ray shader library.

Available on his site under Shaders->Mental Ray. You’ll need to download the zip archive for the shader that you’re interested in, then grab the Universal .so archive separately (on the same page).

6/9/07

th_mayarender_growler.py v0.0.1

Maya Python (Maya 8 or newer, in theory, tested on 8.5) script to allow Maya on any platform to send a Growl notification to a Mac OS X-based system after a batch render completes.

Contains code from the NetGrowl Python Framework.

It should work with Mac, Win and Linux boxes, but I’m a complete n00b at Python, so be aware that there will be rough edges aplenty.

Open the file, and scroll down to the user config section (lines 12-15) and edit the following lines to match your environment:

#host name you want notifications to read from
thishostname = “HOSTNAMEFORTHISMACHINE”
#machine that you’re sending notifications to
growlee = “192.168.100.1″
#the app name that you want notifications to register under
regappname = “th_MayaRenderGrowler”
growleepassword = “yourgrowlnetpassword”

Then save the file under your Maya (version) scripts directory. I’ve heard reports that some people have to create a usersetup.py in order for python scripts to be used interchangeably with MEL, so check your docs first if you have trouble.

Once you’ve set up the script, you’ll need to make sure that the Growl preference pane is set up to allow incoming connections:

picture-2.png

Once you’ve finished that, in the scene that you’re about to set to batch render, add the following Mel-to-Python hook in your render globals:

growlscript.jpg

python(”import th_mayarender_growler”);

This being my first experience with Python, I’m sure the code will be an eyesore for anyone who does it professionally. I spent a little time trying to get functions working properly like global procs in MEL, but I ended up going the dirty route and just have the code executing on import.

The NetGrowl socket script is included with my code, so you won’t have to link libraries.

I suggest using sticky hovering window notifications, as my favorite (music video) won’t sticky and is of limited use if you walk away for a few minutes.

Once I get a little more comfy using the Mel-to-python glue, I’ll include options for frame-by-frame notification and clean up the functions and procedures.

If you’re of a mind, grab the code and start hacking away. I’d love to see what someone who’s competent at Python (ie not myself) can come up with.

9/15/06

th_musterbatchrender_v01mel.zip

Scripts to quickly dispatch jobs to Muster render manager.

These work just like doing a batch render.

Hacked together because I really like Muster, but dislike how its native scripts force you to ‘publish’ your scene, leaving lots of copies of everything lying around.

Currently only mentalray and Maya Software are supported, and you’ll have to specify the destination pool, parent folder or any of the more advanced queue submission stuff in the first procedure called th_MusterUtilPrefs.

You’ll also need to configure Muster’s web server address in the preferences area. Currently, Muster’s web server has to be active and cannot be password protected in order for the scripts to work.

8/29/06

th_mrAdvancedMemGlobals.mel

The script will add custom scene globals in Maya allowing you to set an overflow swap directory for mental ray, and also add attributes to modify the Maya memory zone in Maya 7 (Maya 8’s globals already include this).

In addition, it’ll select the mentalrayGlobals node at the end of the operation, or if those attributes already exist, so you don’t have to go hunting for the hidden node when you want to make changes. Props to forum members on LAMRUG and CGTalk for the techniques.

7/6/2006

thReflectRefract.mel

Simple MEL script that selects all geometry in a scene and either flags or unflags reflections and refractions on each object.