i-maya
i-maya is an insomnia Maya 8.5 plugin.
Download
You can download the i-maya in download area.
Quick help
Attributes with * are added by i-maya.
Shader
Use Blinn or any other shader with specular capability
(Lambert shader does not have this capability).
Check Appendix for texture channels swizzling.
Any texture combination is supported.
attributes
Color
Color texture file.
Bump mapping
Normal map texture file.
Diffuse color
Mask texture file.
Mesh
Mesh multiply (mul) and add attributes modify the value
that they refer to in this manner:
val=val * mul + add
With these two modifiers the value can be change in
several ways:
Action
|
mul
|
add
|
Keep original value
|
1
|
0
|
Set to zero
|
0
|
0
|
Scale by x
|
x
|
0
|
Offset by x
|
1
|
x
|
Set value to x
|
0
|
X
|
Default value for multiplier is 1 and for adder is 0.
attributes
Render Queue *
Mesh render queue. If you choose '.' (the first entry) the
mesh will not be rendered. Render queue selects the order and way in which mesh
will be rendered.
Default value is 'Normal'.
Paralax Mul *
Paralax attribute multiplier. It affects how much the
parallax effect is visible per mesh.
Glow Mul * and GlowAdd*
Glow attribute multipliers.
Reflection Mask Mul * and Reflection Mask
Add *
Reflection mask attribute modifiers.
Reflection Power *
Reflection power is a factor that filters the reflection
texture.
Reflection Light *
Reflection light selects how much reflection lights the
mesh.
Default value is 0.
Specular Power Mul * and Specular Power Add
*
Specular power attribute modifiers.
Specular Mask Mul * and Specular Mask Add *
Specular mask modifiers.
Mesh Color Mul * and Mesh Color Add *
Mesh color modifiers.
Light
Supported light types are:
o
Directional light
o
Point light
o
Spot light
Notes:
o
At the moment the engine is limited to 8 shadows. Any shadow
after that will be ignored.
Attributes
Type
Light type. Check supported light types.
Color
Light color
Back Color *
Light back color. Used by directional light to simulate
ambient light.
Intensity
Light intensity.
Decay rate
Light decay rate.
Use depth shadow map (in Shadows tab)
Light shadow.
Note:
o
Only spot and point light support shadows at the moment.
Range *
Light range.
Wrap Color *
Wrap around factor. Used by directional and point light
to simulate ambient occlusion.
Wrap Back Color *
Wrap around factor for back color. Used by directional
light to simulate ambient occlusion.
Specular Color *
Specular reflection color.
Appendix
Texture channels
The next table shows how channels are swizzled.
Channel
|
Texture
|
R
|
G
|
B
|
A
|
Color
|
Color
|
Cr
|
Cg
|
Cb
|
|
Alpha
|
Color
|
|
|
|
Ca
|
Normal
|
Normal
|
|
Ny
|
Nz
|
Nx
|
Parallax
|
Mask
|
|
|
|
P
|
Specular power
|
Mask
|
|
|
Sp
|
|
Specular
mask
|
Mask
|
|
Sm
|
|
|
Reflection
mask
|
Mask
|
Em
|
|
|
|
Self
illumination
|
Normal
|
I
|
|
|
|
Notes:
- Glow value is multiplied by 5.
Wrap-Around lighting
With pure Lambert lighting (dot product) is that 50% of your
model is completely dark, so the back side doesn't really show up without
adding more lights. A wrap-around light is a very crude simulation of the light
scattering back from the surroundings and lighting the back side to some
extent.
Lambert light model
Lit=saturate(dot( normal ,
tolight ))
Wrap-around model
Lit=saturate((dot( normal ,
tolight )+factor)/(1+factor))