Merging Development into H16.0 - #26
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Given a volume with velocity as an input this rop will write out texture space correct motion vectors and create a texture atlas. Note: The camera input must be an orthographic camera.
1. Added functionality to handle geometry with a point attribute of v. 2. Partial frame ranges now work correctly. 3. Supports non-square textures (and correctly normalizes velocity per axis) 4. Supports perspective cameras.
Fixed an issue where clicking on the main render button didn't render the final subUV.
Various changes to the texture sheet ROP: Changed hard coded frame range internally to point to top level parm Added render buttons for each stage of the process Added a script function to check for the material of the incoming node to render. In the comp the incoming image sequence is scaled down before converting to a mosaic - this fixed an issue where higher res images converted to a mosaic would cause a failure because the mosaic has a hard coded limit of 11000x11000 pixels. Add a camera resolution override toggle - this will match the camera resolution with the resolution of each frame in the final mosaic. Converted python to hscript for all parm references. Most camera parms are now linked to the external camera chosen.
Mark Seams Work
Significant changes to the texture sheet rop. 1. Added RGB Lights as a render pass 2. Added a toggle to create an emission layer 3. Added the ability to blend between shader N and RGB lights 4. Added the ability to channel pack emission, N and A
This is a first pass at a static fracture exporter to break a fracture object into multiple containers for fbx export. The tool requires packed geometry with a name attribute on the points.
Initial commit of static fracture exporter
Motion vectors
The softbody exporter now uses cops to produce the vertex animation texture. This fixes an issue with the bounding min and max. Also fixed an issue with a missing divide node that was checked for existing uv's.
Refactor softbody export to use COPs
Fixed an issue where rgb lights would always render even if Render RGB Lights was turned off. Added an up and side light to the setup so that smoke has some basic lighting on it when rgb lights aren't used.
Deleted nodes that used to calculate normals because it's now handled in cops.
Fixed an issue that resulted in a blank texture if the object container had non-default xforms. Also reworked the node to avoid using pre and post render scripts. This fixes a permission isue.
In moving across to cops I forgot to handle what happens when number of points is greater than the target texture width. This should now work.
Vertex animation textures
The rbd option now uses COPs to generate the vertex textures. Fixed an issue where the bound values don't always cover the full delta. Added a second bound max/min for the pivot.
Update rbd setup to use COPs
Fixed an issue where some sims wouldn't look right in the game engine because the fbx mesh was getting the pivot value from intrinsic:pivot instead of the point pivot.
Fixed an issue where some sims wouldn't look right in the game engine because the fbx mesh was getting the pivot value from intrinsic:pivot instead of the point pivot.
This reverts commit d2e253e.
RBD Setup was setting the incorrect pivot value
Updating vertex anim rop after a bug caused it to save as an empty hda.
Changed context from Digital Assets to Games for vertex anim node.
The user can now choose to input their own mantra rop if they want. Added a channel packing section for users who want to choose what data is written to each channel.
…refactor Bringing in all the latest updates from Development like motion vectors to continue work on texture sheet refactoring.
Added some labels similar to the motion vector rop which shows the no. of frames, atlas layout and resolution per frame. Also changed how the override camera resolution works - it now effects the mantra rop instead of directly changing the camera resolution.
I've updated default paths to use OS instead of HIPNAME because there's less chance of overwriting a file unintentionaly.
Fixed a couple of expressions that were using $FSTART instead of the initial frame. This meant the textures didn't always match the intended range between the initial and final frame.
Added a dropdown menu in the packing tab to allow the user to choose which cop output they want to preview. The choices are beauty, normals and packed.
Contribution from Matt Estela. The rbd export now uses rest as the export position for the reference fbx instead of the first frame of the sequence.
…the Mark Seams Node
…attributes with the lat/lon values of the osm data
Texture sheet refactor
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Getting ready for some new changes on Development, so moving these up into H16