Material nodes editor standalone

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Material nodes editor standalone

Postby povmaniaco » Thu Jun 14, 2012 7:04 am

Hi guys ..
For some time, I'm working with an old project, Shaderman.Next, by Alexei Puzikov.
Is part of my purpose to learn and practice the language Python.
The project is a Material Editor, based on nodes.
I started this project for Yafaray but has ended up extending its capabilities and, at this time, is compatible with Yafaray, Mitsuba and LuxRender .. :)
I am developing all the code behind the nodes, and used the original interface based on WxPython and PyOpenGL.
Later, I would like to switch to PyQt.
I will share the documentation of this project, in my personal blog and, thus, make it accessible to all users of Mitsuba, Yafaray or LuxRender.
If anyone is interested in helping out, I'm open to any help or suggestions.
My Git fork... https://github.com/povmaniaco/shaderman
Attachments
lux_tex_components.png
Textures..
glossy.png
Glossy basic nodes
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Re: Material nodes editor standalone

Postby SATtva » Thu Jun 14, 2012 10:52 am

This is cool!
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Re: Material nodes editor standalone

Postby A-man » Thu Jun 14, 2012 1:57 pm

Are there any available downloads? Or do you have to compile yourself? It looks very cool!
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Re: Material nodes editor standalone

Postby neo2068 » Fri Jun 15, 2012 12:19 am

This is really cool. Such a program has been demanded for a long time.
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Re: Material nodes editor standalone

Postby B.Y.O.B. » Fri Jun 15, 2012 1:38 am

Looks interesting. Is the code platform-independent?
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Re: Material nodes editor standalone

Postby povmaniaco » Fri Jun 15, 2012 4:54 am

B.Y.O.B. wrote:Looks interesting. Is the code platform-independent?

Hey guys..
Copied fron README file in Github:

------------------------------------------------

This is an early preliminary release. It's working, most of the basis functionality
is available and tested. However, it doesn't have all the functionality planned.

The code is developed on Fedora Core 5 Linux and Mac OS X 10.4.9 and tested (by other people) on Windows XP SP2.

See INSTALL for installation instructions, and LIMITATIONS for, er, limitations :) Obviously, LICENSE contains the license.

You can run prototype.py either by double-clicking on it (if you're on Windows) or using "python prototype.py"
in terminal on Linux and Mac OS X. I do have plans to provide the proper binary releases, but this isn't my high priority now.

On Mac OS X, if you're using Python 2.3 (or, if you never bothered to upgrade Python or
don't know how to do it), the proper command would be "pythonw prototype.py". Note pythonw is
obsolete as of Python 2.4.

Please send patches, new modes, bugs, wishes, requests for SVN access and any types of comments to me.
Alexei Puzikov
---------------------------------------

Atm.. is coded and tested in Python 2.62, use WxPython 2.8 and PyOpenGL 3.0.2a1 run into Windows XP SP3 32 bits.

A-man wrote:Are there any available downloads? Or do you have to compile yourself? It looks very cool!


Look Git page for more info. Very soon, I will start to push my changes added to the code.

Greetings..
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Re: Material nodes editor standalone

Postby povmaniaco » Fri Jun 15, 2012 7:44 am

More..
The editor uses simple XML files to create the 'nodes'.
Here is an example of node 'matte':
Code: Select all
<?xml version="1.0"?>
<!-- ## comment
*
*- texture_Kd is a slot for connect texture data ( image file, etc,,)
*
## -->

<node name="Lux matte" author="Pedro Alcaide">
<help>Not used atm..</help>
<in>
    <param name = "Name"        type = "string"   default = "matte"/>
    <param name = "color_Kd"    type = "color"    default = "0.5, 0.5, 0.5" />
    <param name = "texture_Kd"  type = "string"   default = ""/>
    <param name = "sigma"       type = "float"    default = "0.1"/>
</in>
<precode><![CDATA[
<material name = "${Name}" type = "matte">
    <Kd         value = "${color_Kd}"/>
    <texture_Kd value = "${texture_Kd}"/>
    <sigma      value = "${sigma}"/>
</material>
]]></precode>
<out>
    <param type="color" name="Out">${Name}"</param>
</out>
</node>


Greetings..
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Re: Material nodes editor standalone

Postby povmaniaco » Wed Jun 27, 2012 1:37 am

First commit to added support code for Luxrender.
https://github.com/povmaniaco/shaderman
Greetings..
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Re: Material nodes editor standalone

Postby spectral fusion » Fri Oct 19, 2012 5:42 am

Is this possible in luxblend with the cycles node editor, if not im making the suggestion right now.
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Re: Material nodes editor standalone

Postby J the Ninja » Fri Oct 19, 2012 8:45 am

spectral fusion wrote:Is this possible in luxblend with the cycles node editor, if not im making the suggestion right now.


Not currently, Blender does not support addons creating their own nodes. New nodes have to be coded in C/C++ and compiled with Blender.
-Jason

Material DB Admin
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