FumeFX for Maya and “Oz The Great and Powerful”

While at Luma Pictures I’ve had  a chance to contribute  major portions of code and ideas  to the FumeFX for Maya  project by  Sitni Sati.

We successfully used it  for  all the  big tornado shots at the beginning of  Disney’s  “Oz the great and powerful”


On top of  porting the main simulation plugin  from Max to Maya,  I also helped  to get  FumeFX rendering in  Arnold, and even  built a  plugin  to  deform  Fume Grids using standard maya deformers  which we  supplied to Sitni Sati for them to reference  in adding that feature to the  official  release version of the plugin.

Fume FX for Maya is due to drop by the end of April according to Sitni Sati,  and  I’m very excited to have played such a pivotal role in bringing this technology to  the Maya Community

Siggraph Partio4Maya Release 8/8/12

I’ll be releasing a new Beta 0.95b version of the Partio4Maya toolkit for siggraph very soon!
I’ve updated the website

And will be adding even more info and videos  describing how to use  partio4Maya effectively.

Hope to see some folks at siggraph and chat more about what else you’d like to see in partio4Maya in the future, I’ve got some exciting new ideas in the works as well.


Announcing : Partio4Maya!

Luma Pictures (luma-pictures.com) has generously donated the project I’ve been working on to be included in WDAS (Walt Disney animation studio’s) Open source PartIO project.
This is an alpha version preview of the plugin we’ll be publishing soon.
features may change before beta release and inclusion in the github repoThere are actually 3 parts to the plugin.
1. partioExport command (not demo’d): (a drop in replacement syntax wise) for maya’s dynExport command with suppport for all of partio’s formats.2. partioEmitter : a standard maya emitter capable of loading cache data per frame and modifying the particle system its attached to, it basically functions as a “cache emitter” with mapping of partio attributes to maya attributes.3. partioVisualizer: is a fast, pure openGL locator capable of loading 10s of millions of particles for viewing in maya. Its usefulness includes loading up lidar point data clouds, and previewing caches or other point cloud data partio supports.Please leave comments and questions here, or contact the partio github project!

PARTIO redpawfx fork

I just submitted a pull request for  disney’s  partIO  library with the following:


Went diving into all the other forks  to find as many formats as I could, and  hand merged them all together. Fixed them up and updated them to work with the latest  version  from WDAS.
Now Partio Supports     (Read/Write)
BGEO                                       R/W
GEO                                          R/W
BIN (realflow)                        R/W
MC (maya nCache)            Read only
PDA                                           R/W
PDB                                           R/W
PDC                                           R/W
PRT  (krakatoa)                      R/W
PTC                                           R/W
RIB                                       Write only
PTS ( Lidar format )          Read only
PTX ( Lidar format )          Read only

Additionally I continued  updating  and adding to  partview GLUT controls and features  adding to what crydalch  added  to also include  the following features:

-MUCH faster point interaction with milions of points
-better color support  (also toggle color on off with  C/c)
-multi-frame viewer support with keyboard controls  (left right arrow keys)
-point size control  via keyboard controls  (+/-  keys)
-Maya like  tumble controls  with  alt-key including mouse wheel support
-FOV control  via  Z/z  keys
-Overlays to display  point count , frame number  and  FOV

also started to investigate how to  implement a  loading feedback mechanism  that eventually we’ll be able to re-implement in whatever package  partio is being used in.
Right now this can be seen only in the  PTS loader.

Happy Holidays!

particle collision hack

Just read this on the highend mailing list,  and can’t take credit for it, but wanted to spread the word.

if you ever have a need to   have a particle collide  with a surface but not  be affected by the collision

you set the  collision  “resiliance” to  -1   or a range of  anywhere between -1 and 0  and  the particlers

will just continue  straight on thru and register a proper collision event.

maya outliner and hypergraph icons

With all these new plugins  being bandied about  I figured I’d  rehash this info for myself and anybody else.

I was getting really tired of  having all the “N” stuff not have any usefull icons…  so I’m going to make my own.

stay tuned and  I’ll   post em here and on my github account.

To make Outliner Icons:

20 x 20 pixels
8-bit, transparent background
and it hast to be called out_<nodeName>.xpm

To Make HyperGraph Icons.

the icon for the hypergraph hast to be an .fti file which can be generated by the ftiExporter included in the maya bonustools.

that is all..