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Drivers imagers and mtoa

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Message 1 of 5
maxtarpini
227 Views, 4 Replies

Drivers imagers and mtoa

...

 

@thiago.ize 

@ashley.handscomb.retallack 

@Stephen.Blair 

 

Ehy Guys, sorry to bother but I have a problem with mtoa and drivers list I can't resolve alone because it works perfectly as it should on C4D for example while on Maya it looks it may need some ad-hoc metadata or naming convention or something that apparently I don't know while I cannot find a place with info about.



Problem1 :: mtoa does not read the name (node->name = "driver_romboExr") of a driver (node->node_type = AI_NODE_DRIVER) from the Arnold loader correctly.. it looks it does rely on the library name instead.

 

Problem2 :: when I have more than a single driver on the same lib.. first mtoa messes up with Common tab in Render Settings. Second, in places where I can add a driver (ie. AOVs render settings tab) it looks it gets just the last driver on the list with the above mentioned lib name.

 

Problem3 :: parameters in an imager ain't going down the imager list block like with your other imagers but on the attribute editor.

 

Here the loader :

 

    case ROMBO_RAWDRIVER_DENOISER:
        node->methods = (AtNodeMethods*)romboRawDriverDenoiserMtd;
        node->output_type = AI_TYPE_NONE;
        node->name = "driver_romboDenoiser";
        node->node_type = AI_NODE_DRIVER;
        break;
    case ROMBO_DRIVER_EXR:
        node->methods = (AtNodeMethods*)romboDriverEXRMtd;
        node->output_type = AI_TYPE_NONE;
        node->name = "driver_romboExr";
        node->node_type = AI_NODE_DRIVER;
        break;
    case ROMBO_IMAGER_TONEMAPPER:
        node->methods = (AtNodeMethods*)romboImagerTonemapperMtd;
        node->output_type = AI_TYPE_NONE;
        node->name = "imager_romboTonemapper";
        node->node_type = AI_NODE_IMAGER;
        break;

 

 

Can you help ? Thanks.
🖖

4 REPLIES 4
Message 2 of 5
maxtarpini
in reply to: maxtarpini

Looks Maya doesn't like pointers params and I just realized I don't even need them because no callbacks involved.
Removing them I got the first part of Problem2 fixed.. no more Common tab mess up.

Message 3 of 5
maxtarpini
in reply to: maxtarpini

For Imagers to have a proper UI in Maya we need to add a py script. Not sure about the naming there but one can just instanciate an imager, tweak a param there for example and then lookup the script editor to see what name has been given by Maya. There're example files in : mtoaarnold/maya2024/scripts/mtoa/ui/ae/ 

 

With that, UI params will gracefully fall into the imager UI block.

rombo_imager_mayaUI.png

 

 

 

 

 

Message 4 of 5

Hi Max,

 

Problem1:: Try setting the metadata "maya.translator" to the name of the translator you which to be displayed in the driver options menu

 

Problem2: are you able to share screen shots of what you are seeing?

 

Problem3: YUes you need to create a AE template inherting from the 

`ImagerBaseUI` class, see any of the Imager AE templates for an example
 
thanks
 
Ashley

 

 

 

 



Ashley Handscomb Retallack
Senior Software Engineer (Arnold)
Arnold Documentation | Arnold Downloads
Message 5 of 5

Thanks a lot Ashley that 'maya.translator' thing just did it. 

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