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))