PXR_NAMESPACE_OPEN_SCOPE

void
GusdWriteCtrlFlags::update( const GT_PrimitiveHandle &sourcePrim )
{
    overPoints =     getBoolAttr( sourcePrim, GUSD_OVERPOINTS_ATTR, overPoints );
    overTransforms = getBoolAttr( sourcePrim, GUSD_OVERTRANSFORMS_ATTR, overTransforms );
    overPrimvars =   getBoolAttr( sourcePrim, GUSD_OVERPRIMVARS_ATTR, overPrimvars );
    overAll =        getBoolAttr( sourcePrim, GUSD_OVERALL_ATTR, overAll );
    writeStaticGeo = getBoolAttr( sourcePrim, GUSD_WRITESTATICGEO_ATTR, writeStaticGeo );
    writeStaticTopology = getBoolAttr( sourcePrim, GUSD_WRITESTATICTOPOLOGY_ATTR, writeStaticTopology );
    writeStaticPrimvars = getBoolAttr( sourcePrim, GUSD_WRITESTATICPRIMVARS_ATTR, writeStaticPrimvars );
}
bool CoronaRenderer::assingExistingMat(MObject shadingGroup, std::shared_ptr<MayaObject> mobj)
{
	std::shared_ptr<mtco_MayaObject> obj = std::static_pointer_cast<mtco_MayaObject>(mobj);
	int index = -1;
	for( size_t i = 0; i < shaderArray.size(); i++)
	{
		Logging::debug(MString("assingExistingMat search for ") + getObjectName(shadingGroup) + " current shaderArrayElement: " + getObjectName(shaderArray[i]));
		if( shaderArray[i] == shadingGroup)
		{
			index = i;
			break;
		}
	}
	if( index > -1)
	{
		Logging::info(MString("Reusing material data from :") + getObjectName(shaderArray[index]));
		Corona::NativeMtlData data = dataArray[index];
		MFnDependencyNode depFn(obj->mobject);
		// this can be a problem because a user may turn off shadow casting for the shader itself what is possible but should not be used normally
		// the default case is that the user turnes shadowCasting on/off on the geometry.
		data.castsShadows = true;
		if (!getBoolAttr("castsShadows", depFn, true))
			data.castsShadows = false;
		data.shadowCatcherMode = Corona::SC_DISABLED;
		int shadowCatcherMode = getIntAttr("mtco_shadowCatcherMode", depFn, 0);
		if (shadowCatcherMode > 0)
		{
			if (shadowCatcherMode == 1)
				data.shadowCatcherMode = Corona::SC_ENABLED_FINAL;
			if (shadowCatcherMode == 2)
				data.shadowCatcherMode = Corona::SC_ENABLED_COMPOSITE;
		}

		Corona::SharedPtr<Corona::IMaterial> mat = data.createMaterial();
		Corona::IMaterialSet ms = Corona::IMaterialSet(mat);
		setRenderStats(ms, obj);
		obj->instance->addMaterial(ms);
		return true;
	}
	return false;
}
void CoronaRenderer::defineColorMapping()
{
	float gamma = 2.2f;
#if MAYA_API_VERSION > 2015
	if (MColorManagementUtilities::isColorManagementEnabled())
		gamma = 1.0f;
#endif
	MFnDependencyNode depFn(getRenderGlobalsNode());
	context.colorMappingData->colorTemperature = getFloatAttr("colorMapping_colorTemperature", depFn, 6500.0f);
	context.colorMappingData->contrast = getFloatAttr("colorMapping_contrast", depFn, 1.0f);
	context.colorMappingData->gamma = gamma;
	context.colorMappingData->tint = toCorona(getColorAttr("colorMapping_tint", depFn));
	context.colorMappingData->exposure.simple.exponent = getFloatAttr("colorMapping_simpleExposure", depFn, 0.0f);
	context.colorMappingData->highlightCompression = getFloatAttr("colorMapping_highlightCompression", depFn, 1.0f);
	context.colorMappingData->photographicExposure = getEnumInt("exposure_type", depFn) == 1;

	// release 0.39 override camera settings
	if (context.colorMappingData->photographicExposure)
	{
		context.colorMappingData->exposure.photographic.fStop = getFloatAttr("colorMapping_fStop", depFn, 5.6);
		context.colorMappingData->exposure.photographic.iso = getFloatAttr("colorMapping_iso", depFn, 100.0);
		context.colorMappingData->exposure.photographic.shutterSpeed = 1.0f / getFloatAttr("colorMapping_shutterSpeed", depFn, 250.0f);

		std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr;
		for (auto cam : mayaScene->camList)
		{
			if (!isCameraRenderable(cam->mobject) && (!(cam->dagPath == mayaScene->uiCamera)))
				continue;
			MFnDependencyNode camFn(cam->mobject);
			if (getBoolAttr("mtco_overrideRenderSettings", camFn, false))
			{
				context.settings->set(Corona::PARAM_COLORMAP_ISO, getFloatAttr("mtco_iso", camFn, 1.0));
				context.settings->set(Corona::PARAM_COLORMAP_F_STOP, getFloatAttr("fStop", camFn, 5.6));
				context.settings->set(Corona::PARAM_COLORMAP_SHUTTER_SPEED, 1.0f / getFloatAttr("mtco_shutterSpeed", camFn, 250.0f));
			}
		}
	}
}
Example #4
0
void TheaRenderer::defineCamera()
{
    std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr;
    std::shared_ptr<RenderGlobals> renderGlobals = MayaTo::getWorldPtr()->worldRenderGlobalsPtr;

    for (auto obj : mayaScene->camList)
    {
        MFnCamera camFn(obj->mobject);

        if (!isCameraRenderable(obj->mobject) && (!(obj->dagPath == mayaScene->uiCamera)))
        {
            continue;
        }

        MMatrix m = obj->transformMatrices[0] * renderGlobals->globalConversionMatrix;
        uint width, height;
        int width_, height_;
        renderGlobals->getWidthHeight(width_, height_);
        width = width_;
        height = height_;
        bool success = true;
        float focalLen = camFn.focalLength();
        float focusDistance = getFloatAttr("focusDistance", camFn, 10.0f);
        focusDistance *= renderGlobals->scaleFactor;
        float fStop = getFloatAttr("fStop", camFn, 5.6f);

        TheaSDK::Transform cameraPos;
        matrixToTransform(m, cameraPos);

        TheaSDK::Transform tn;
        cameraPos = cameraPos * tn.RotateX(-DegToRad(180.0));

        if( renderGlobals->exportSceneFile )
        {
            TheaSDK::XML::Camera cam;
            cam.name = obj->shortName.asChar();
            cam.frame = cameraPos;
            cam.focalLength = focalLen;
            cam.pixels = width;
            cam.lines = height;
            cam.filmHeight = getFloatAttr("verticalFilmAperture", camFn, .9f) * 2.54f * 10.0f;
            cam.shutterSpeed = getFloatAttr("mtth_shutter_speed", camFn, 250.0);

            if( getBoolAttr("depthOfField", camFn, false))
            {
                if( renderGlobals->doDof)
                {
                    cam.focusDistance = focusDistance;
                    cam.depthOfField = getFloatAttr("mtth_focusRange", camFn, 0.1);
                    cam.autofocus = getBoolAttr("mtth_autoFocus", camFn, false);
                    //cam.depthOfField = (focusDistance-nearFocusPlane)/focusDistance;
                    cam.blades = getIntAttr("mtth_diaphragm_blades", camFn, 4);
                    int diaType;
                    getEnum(MString("mtth_diaphragm_type"), camFn, diaType);
                    if( diaType == 0)
                        cam.diaphragm = TheaSDK::Diaphragm::CircularDiaphragm;
                    else
                        cam.diaphragm = TheaSDK::Diaphragm::PolygonalDiaphragm;
                    cam.fNumber = fStop;
                }
            }

            sceneXML.addCamera(cam);
        } else {
            TheaSDK::CameraPointer cameraPtr = TheaSDK::AddStandardCamera(obj->shortName.asChar(), cameraPos, focalLen, width, height);
        }
        break; // only 1 cam at the moment
    }
}
Example #5
0
void CoronaRenderer::defineGeometry()
{
	std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr;
	for (auto mobj : mayaScene->objectList)
	{
		std::shared_ptr<mtco_MayaObject> obj = std::static_pointer_cast<mtco_MayaObject>(mobj);
		if( !obj->mobject.hasFn(MFn::kMesh))
			continue;

		Corona::IGeometryGroup* geom = getGeometryPointer(obj);
		if( geom == nullptr )
		{
			Logging::debug(MString("Geo pointer is nullptr"));
			continue;
		}

		if( !obj->visible )
			continue;

		Corona::AnimatedAffineTm atm;
		this->setAnimatedTransformationMatrix(atm, obj);
		obj->instance = geom->addInstance(atm, obj.get(), nullptr);
		
		MFnDependencyNode depFn(obj->mobject);
		if (getBoolAttr("mtco_envPortal", depFn, false))
		{
			Corona::EnviroPortalMtlData data;
			Corona::SharedPtr<Corona::IMaterial> mat = data.createMaterial();
			Corona::IMaterialSet ms = Corona::IMaterialSet(mat);
			obj->instance->addMaterial(ms);
		}
		else{
			this->defineMaterial(obj->instance, obj);
		}

		//context.core->sanityCheck(context.scene);
	}

	for (auto mobj : mayaScene->instancerNodeElements)
	{
		std::shared_ptr<mtco_MayaObject> obj = std::static_pointer_cast<mtco_MayaObject>(mobj);
		if (!obj->mobject.hasFn(MFn::kMesh))
			continue;

		Corona::IGeometryGroup* geom = getGeometryPointer(obj);

		if (geom == nullptr)
		{
			Logging::error(MString("Geo pointer of ") + obj->shortName + "is nullptr");
			continue;
		}

		Corona::AnimatedAffineTm atm;
		this->setAnimatedTransformationMatrix(atm, obj);
		
		obj->instance = geom->addInstance(atm, obj.get(), nullptr);

		MFnDependencyNode depFn(obj->mobject);
		if (getBoolAttr("mtco_envPortal", depFn, false))
		{
			Corona::EnviroPortalMtlData data;
			Corona::SharedPtr<Corona::IMaterial> mat = data.createMaterial();
			Corona::IMaterialSet ms = Corona::IMaterialSet(mat);
			obj->instance->addMaterial(ms);
		}
		else{
			this->defineMaterial(obj->instance, obj);
		}
	}

}
Example #6
0
void CoronaRenderer::defineMesh(std::shared_ptr<MayaObject> mobj)
{
	std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr;
	std::shared_ptr<mtco_MayaObject> obj = std::static_pointer_cast<mtco_MayaObject>(mobj);

	MObject meshObject = obj->mobject;
	MStatus stat = MStatus::kSuccess;
	
	bool hasDisplacement = false;
	Corona::SharedPtr<Corona::Abstract::Map> displacementMap = nullptr;
	float displacementMin = 0.0f;
	float displacementMax = 0.01f;
	bool displacementAdaptive = false;
	bool diplacementIsHdr = true;
	Corona::DisplacementMode displacementMode = Corona::DisplacementMode::DISPLACEMENT_NORMAL;
	// I do it here for displacement mapping, maybe we should to another place
	getObjectShadingGroups(obj->dagPath, obj->perFaceAssignments, obj->shadingGroups, true);
	if( obj->shadingGroups.length() > 0)
	{
		MFnDependencyNode shadingGroup(obj->shadingGroups[0]);
		MString sgn = shadingGroup.name();
		MObject displacementObj = getConnectedInNode(obj->shadingGroups[0], "displacementShader");
		MString doo = getObjectName(displacementObj);

		if( (displacementObj != MObject::kNullObj) && (displacementObj.hasFn(MFn::kDisplacementShader)))
		{
			MObject displacementMapObj = getConnectedInNode(displacementObj, "displacement");
			MObject vectorDisplacementMapObj = getConnectedInNode(displacementObj, "vectorDisplacement");

			if( (displacementMapObj != MObject::kNullObj) && (displacementMapObj.hasFn(MFn::kFileTexture)))
			{
				MFnDependencyNode displacmentMapNode(displacementObj);				
				int dispMode = getEnumInt("displacementMode", displacmentMapNode);
				if (dispMode == 1)
					displacementMode = Corona::DisplacementMode::DISPLACEMENT_VECTOR_TANGENT;
				if (dispMode > 1)
					displacementMode = Corona::DisplacementMode::DISPLACEMENT_VECTOR_OBJECT;
				
				displacementAdaptive = getBoolAttr("mtco_displacementAdaptive", displacmentMapNode, false);
				getFloat("mtco_displacementMin", displacmentMapNode, displacementMin);
				getFloat("mtco_displacementMax", displacmentMapNode, displacementMax);
				MObject fileTextureObject = getConnectedInNode(displacementObj, "displacement");
				MString fileTexturePath = getConnectedFileTexturePath(MString("displacement"), displacmentMapNode);
				int vectorEncoding = getEnumInt("vectorEncoding", displacmentMapNode);
				if (vectorEncoding == 0) // absolute, no negative values
					diplacementIsHdr = false;

				if( fileTexturePath != "")
				{
					if( !textureFileSupported(fileTexturePath))
					{
						Logging::error(MString("File texture extension is not supported: ") + fileTexturePath);
					}else{
						MObject nullObj;
						mtco_MapLoader loader(fileTextureObject);
						displacementMap = loader.loadBitmap("");
						hasDisplacement = true;
					}
				}
			}
		}
	}
	
	MFnMesh meshFn(meshObject, &stat);
	CHECK_MSTATUS(stat);

	MPointArray points;
	MFloatVectorArray normals;
	MFloatArray uArray, vArray;
	MIntArray triPointIds, triNormalIds, triUvIds, triMatIds;
	Logging::debug("defineMesh pre getMeshData");
	obj->getMeshData(points, normals, uArray, vArray, triPointIds, triNormalIds, triUvIds, triMatIds);

	int numSteps = (int)obj->meshDataList.size();
	uint numVertices = points.length();
	uint numNormals = normals.length();
	uint numUvs = uArray.length();

	MString meshFullName = makeGoodString(meshFn.fullPathName());

	Corona::TriangleData td;
	Corona::IGeometryGroup* geom = nullptr;	
	geom = this->context.scene->addGeomGroup();
	geom->setMapChannelCount(1);

	// to capture the vertex and normal positions, we capture the data during the motion steps
	// and save them in a an std::vector. The uv's do not change, so we only sample them once.
	// we always have at least one motionstep even if we have no motionblur
	uint npts = 0;
	for( int mbStep = 0; mbStep < numSteps; mbStep++)
	{
		MeshData& md = obj->meshDataList[mbStep];
		if (md.points.length() != numVertices)
		{
			Logging::debug(MString("Error there is a mismatch between point data length and num vertices."));
			numSteps = 1;
			return;
		}
		if( mbStep > 0)
		{
			uint npts1 = md.points.length();
			if (npts1 != obj->meshDataList[0].points.length())
			{
				Logging::debug(MString("Error there is a mismatch between point data length between mb steps."));
				numSteps = 1;
				break;
			}
		}
		npts = md.points.length();
		for( uint vtxId = 0; vtxId < md.points.length(); vtxId++)
		{
			MPoint& p = md.points[vtxId];
			geom->getVertices().push(Corona::Pos(p.x,p.y,p.z));
		}
	
		for (uint nId = 0; nId < md.normals.length(); nId++)
		{
			MFloatVector& n =  md.normals[nId];
			geom->getNormals().push(Corona::Dir(n.x, n.y, n.z));
		}
	}

	for( uint tId = 0; tId < uArray.length(); tId++)
	{
		size_t mcl = geom->getMapCoordIndices().size();
		geom->getMapCoordIndices().push(mcl);
		geom->getMapCoords().push(Corona::Pos(uArray[tId], vArray[tId], 0.0f));
	}   

	obj->geom = geom;
	int numTris = triPointIds.length() / 3;
	
	for (uint triId = 0; triId < numTris; triId++)
	{
		uint index = triId * 3;
		int perFaceShadingGroup = triMatIds[triId];
		int vtxId0 = triPointIds[index];
		int vtxId1 = triPointIds[index + 1];
		int vtxId2 = triPointIds[index + 2];
		int normalId0 = triNormalIds[index];
		int normalId1 = triNormalIds[index + 1];
		int normalId2 = triNormalIds[index + 2];
		int uvId0 = triUvIds[index];
		int uvId1 = triUvIds[index + 1];
		int uvId2 = triUvIds[index + 2];

		if ((vtxId0 >= npts) || (vtxId1 >= npts) || (vtxId2 >= npts))
			Logging::error(MString("Index > npts!!! -- Obj: ") + obj->shortName);

		std::auto_ptr<Corona::TriangleData> trip;

		if (hasDisplacement)
		{
			std::auto_ptr<Corona::DisplacedTriangleData> dtrip = std::auto_ptr<Corona::DisplacedTriangleData>(new Corona::DisplacedTriangleData);
			dtrip->displacement.mode = displacementMode;
			dtrip->displacement.isHdr = diplacementIsHdr;	
			dtrip->displacement.mapChannel = 0;
			dtrip->displacement.map = displacementMap;
			dtrip->displacement.waterLevel = -Corona::INFINITY;
			dtrip->displacement.min = displacementMin;
			dtrip->displacement.max = displacementMax;
			dtrip->displacement.adaptive = displacementAdaptive;
			trip = dtrip;
		}
		else{
			trip = std::auto_ptr<Corona::TriangleData>(new Corona::TriangleData);
		}

		trip->v.setSegments(1 - 1); // fixme for deformation motionblur
		trip->n.setSegments(1 - 1); // fixme for deformation motionblur

		for (int stepId = 0; stepId < 1; stepId++)
		{
			trip->v[stepId][0] = vtxId0 + numVertices * stepId;
			trip->v[stepId][1] = vtxId1 + numVertices * stepId;
			trip->v[stepId][2] = vtxId2 + numVertices * stepId;
			trip->n[stepId][0] = normalId0 + numNormals * stepId;
			trip->n[stepId][1] = normalId1 + numNormals * stepId;
			trip->n[stepId][2] = normalId2 + numNormals * stepId;
		}

		if (numUvs > 0)
		{
			trip->t[0] = uvId0;
			trip->t[1] = uvId1;
			trip->t[2] = uvId2;
		}
		trip->materialId = perFaceShadingGroup;
		trip->edgeVis[0] = trip->edgeVis[1] = trip->edgeVis[2] = true;
		geom->addPrimitive(*trip);

	}
	//Logging::debug("}");
	obj->perFaceAssignments.clear();
	obj->meshDataList.clear();
}
Example #7
0
void CoronaRenderer::updateLight(std::shared_ptr<MayaObject> mobj)
{
	std::shared_ptr<mtco_MayaObject> obj(std::static_pointer_cast<mtco_MayaObject>(mobj));

	if (obj->lightShader != nullptr)
	{
		if (this->context.scene->hasLightShader(obj->lightShader))
			this->context.scene->deleteLightShader(obj->lightShader);
	}
	if (obj->removed)
		return;

	if (MayaTo::getWorldPtr()->renderType == MayaTo::MayaToWorld::WorldRenderType::IPRRENDER)
	{
		obj->transformMatrices.clear();
		obj->transformMatrices.push_back(obj->dagPath.inclusiveMatrix());
	}
	MFnDependencyNode rGlNode(getRenderGlobalsNode());
	MObject coronaGlobals = getRenderGlobalsNode();
	std::shared_ptr<RenderGlobals> renderGlobals = MayaTo::getWorldPtr()->worldRenderGlobalsPtr;
	std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr;

	MObjectArray nodeList;
	MStatus stat;

	MFnDependencyNode glFn(getRenderGlobalsNode());
	Corona::Rgb bgRgb = toCorona(getColorAttr("bgColor", glFn));
	int bgType = getEnumInt("bgType", glFn);

	MayaObject *sunLight = nullptr;

	MFnDependencyNode depFn(obj->mobject);

	if (obj->mobject.hasFn(MFn::kPointLight))
	{
		MColor col;
		getColor("color", depFn, col);
		float intensity = 1.0f;
		getFloat("intensity", depFn, intensity);
		int decay = 0;
		getEnum(MString("decayRate"), depFn, decay);
		MMatrix m = obj->transformMatrices[0] * renderGlobals->globalConversionMatrix;
		Corona::Pos LP(m[3][0], m[3][1], m[3][2]);
		PointLight *pl = new PointLight;
		pl->LP = LP;
		pl->distFactor = 1.0 / renderGlobals->scaleFactor;
		pl->lightColor = Corona::Rgb(col.r, col.g, col.b);
		pl->lightIntensity = intensity;
		getEnum(MString("decayRate"), depFn, pl->decayType);
		pl->lightRadius = getFloatAttr("lightRadius", depFn, 0.0) * renderGlobals->scaleFactor;
		pl->doShadows = getBoolAttr("useRayTraceShadows", depFn, true);
		col = getColorAttr("shadowColor", depFn);
		pl->shadowColor = Corona::Rgb(col.r, col.g, col.b);
		for (auto excludedObj : obj->excludedObjects)
		{
			pl->excludeList.nodes.push(excludedObj.get());
		}
		this->context.scene->addLightShader(pl);
		obj->lightShader = pl;
	}
	if (obj->mobject.hasFn(MFn::kSpotLight))
	{
		MVector lightDir(0, 0, -1);
		MColor col;
		getColor("color", depFn, col);
		float intensity = 1.0f;
		getFloat("intensity", depFn, intensity);
		MMatrix m = obj->transformMatrices[0] * renderGlobals->globalConversionMatrix;
		lightDir *= obj->transformMatrices[0] * renderGlobals->globalConversionMatrix;
		lightDir.normalize();
		Corona::Pos LP(m[3][0], m[3][1], m[3][2]);
		SpotLight *sl = new SpotLight;
		sl->LP = LP;
		sl->lightColor = Corona::Rgb(col.r, col.g, col.b);
		sl->lightIntensity = intensity;
		sl->LD = Corona::Dir(lightDir.x, lightDir.y, lightDir.z);
		sl->angle = 45.0f;
		sl->distFactor = 1.0 / renderGlobals->scaleFactor;
		getEnum(MString("decayRate"), depFn, sl->decayType);
		getFloat("coneAngle", depFn, sl->angle);
		getFloat("penumbraAngle", depFn, sl->penumbraAngle);
		getFloat("dropoff", depFn, sl->dropoff);
		sl->lightRadius = getFloatAttr("lightRadius", depFn, 0.0) * renderGlobals->scaleFactor;
		sl->doShadows = getBoolAttr("useRayTraceShadows", depFn, true);
		col = getColorAttr("shadowColor", depFn);
		sl->shadowColor = Corona::Rgb(col.r, col.g, col.b);
		for (auto excludedObj : obj->excludedObjects)
		{
			sl->excludeList.nodes.push(excludedObj.get());
		}
		Corona::AffineTm tm;
		setTransformationMatrix(sl->lightWorldInverseMatrix, m);
		ShadingNetwork network(obj->mobject);
		sl->lightColorMap = defineAttribute(MString("color"), depFn, network, oslRenderer);
		this->context.scene->addLightShader(sl);
		obj->lightShader = sl;
	}
	if (obj->mobject.hasFn(MFn::kDirectionalLight))
	{
		if (getBoolAttr("mtco_useAsSun", depFn, false))
		{
			if (sunLight != nullptr)
			{
				Logging::error(MString("A sun light is already defined, ignoring ") + obj->shortName);
				return;
			}
			sunLight = obj.get();
			MVector lightDir(0, 0, 1); // default dir light dir
			lightDir *= obj->transformMatrices[0];
			lightDir *= renderGlobals->globalConversionMatrix;
			lightDir.normalize();

			MColor sunColor(1);
			MFnDependencyNode sunNode(obj->mobject);
			getColor("color", sunNode, sunColor);
			sunColor *= getFloatAttr("intensity", sunNode, 1.0f);
			//float colorMultiplier colorMultiplier = getFloatAttr("mtco_sun_multiplier", sunNode, 1.0f);
			const float intensityFactor = (1.f - cos(Corona::SUN_PROJECTED_HALF_ANGLE)) / (1.f - cos(getFloatAttr("sunSizeMulti", rGlNode, 1.0f) * Corona::SUN_PROJECTED_HALF_ANGLE));
			sunColor *= intensityFactor * 1.0;// 2000000;
			Corona::Sun sun;

			Corona::ColorOrMap bgCoMap = this->context.scene->getBackground();
			SkyMap *sky = dynamic_cast<SkyMap *>(bgCoMap.getMap());
			Corona::Rgb avgColor(1, 1, 1);
			if (sky != nullptr)
			{
				avgColor = sky->sc();
			}

			Corona::Rgb sColor(sunColor.r, sunColor.g, sunColor.b);
			sun.color = sColor * avgColor;
			sun.active = true;
			sun.dirTo = Corona::Dir(lightDir.x, lightDir.y, lightDir.z).getNormalized();
			//sun.color = Corona::Rgb(sunColor.r,sunColor.g,sunColor.b);
			sun.visibleDirect = true;
			sun.visibleReflect = true;
			sun.visibleRefract = true;
			sun.sizeMultiplier = getFloatAttr("sunSizeMulti", rGlNode, 1.0);
			this->context.scene->getSun() = sun;
			if (sky != nullptr)
			{
				sky->initSky();
				this->context.scene->setBackground(bgCoMap);
				avgColor = sky->sc();
				this->context.scene->getSun().color = sColor * avgColor;
			}
		}
		else{
			MVector lightDir(0, 0, -1);
			MVector lightDirTangent(1, 0, 0);
			MVector lightDirBiTangent(0, 1, 0);
			MColor col;
			getColor("color", depFn, col);
			float intensity = 1.0f;
			getFloat("intensity", depFn, intensity);
			MMatrix m = obj->transformMatrices[0] * renderGlobals->globalConversionMatrix;
			lightDir *= m;
			lightDirTangent *= m;
			lightDirBiTangent *= m;
			lightDir.normalize();

			Corona::Pos LP(m[3][0], m[3][1], m[3][2]);
			DirectionalLight *dl = new DirectionalLight;
			dl->LP = LP;
			dl->lightColor = Corona::Rgb(col.r, col.g, col.b);
			dl->lightIntensity = intensity;
			dl->LD = Corona::Dir(lightDir.x, lightDir.y, lightDir.z);
			dl->LT = Corona::Dir(lightDirTangent.x, lightDirTangent.y, lightDirTangent.z);
			dl->LBT = Corona::Dir(lightDirBiTangent.x, lightDirBiTangent.y, lightDirBiTangent.z);
			dl->lightAngle = getFloatAttr("lightAngle", depFn, 0.0);
			dl->doShadows = getBoolAttr("useRayTraceShadows", depFn, true);
			col = getColorAttr("shadowColor", depFn);
			dl->shadowColor = Corona::Rgb(col.r, col.g, col.b);
			for (auto excludedObj : obj->excludedObjects)
			{
				dl->excludeList.nodes.push(excludedObj.get());
			}

			this->context.scene->addLightShader(dl);
			obj->lightShader = dl;
		}
	}
	if (obj->mobject.hasFn(MFn::kAreaLight))
	{
		MMatrix m = obj->transformMatrices[0] * renderGlobals->globalConversionMatrix;
		if ( obj->geom == nullptr)
			obj->geom = defineStdPlane();
		obj->geom->deleteAllInstances();

		Corona::AnimatedAffineTm atm;
		this->setAnimatedTransformationMatrix(atm, obj);
		obj->instance = obj->geom->addInstance(atm, nullptr, nullptr);
		if (getBoolAttr("mtco_envPortal", depFn, false))
		{
			Corona::EnviroPortalMtlData data;
			Corona::SharedPtr<Corona::IMaterial> mat = data.createMaterial();
			Corona::IMaterialSet ms = Corona::IMaterialSet(mat);
			obj->instance->addMaterial(ms);
		}
		else{
			Corona::NativeMtlData data;
			MColor lightColor = getColorAttr("color", depFn);
			float intensity = getFloatAttr("intensity", depFn, 1.0f);
			lightColor *= intensity;
			Corona::ColorOrMap com;
			// experimental direct corona texture
			if (getBoolAttr("mtco_noOSL", depFn, false))
			{
				MObject fileNode = getConnectedInNode(obj->mobject, "color");
				if ((fileNode != MObject::kNullObj) && (fileNode.hasFn(MFn::kFileTexture)))
				{
					MFnDependencyNode fileDep(fileNode);
					mtco_MapLoader loader(fileNode);
					Corona::SharedPtr<Corona::Abstract::Map> texmap = loader.loadBitmap("");
					com = Corona::ColorOrMap(bgRgb, texmap);
				}
			}
			else
			{
				com = defineAttribute(MString("color"), obj->mobject, oslRenderer);
				OSLMap *oslmap = (OSLMap *)com.getMap();
				if (oslmap != nullptr)
				{
					oslmap->multiplier = intensity;
				}
				else{
					Corona::Rgb col = com.getConstantColor() * intensity;
					com.setColor(col);
				}
			}

			data.emission.color = com;
			data.castsShadows = getBoolAttr("mtco_castShadows", depFn, false);

			for (auto excludedObj : obj->excludedObjects)
			{
				data.emission.excluded.nodes.push(excludedObj.get());
			}
			data.emission.disableSampling = false;
			data.emission.useTwoSidedEmission = getBoolAttr("mtco_doubleSided", depFn, false);

			Corona::SharedPtr<Corona::IMaterial> mat = data.createMaterial();
			Corona::IMaterialSet ms = Corona::IMaterialSet(mat);
			ms.visibility.direct = getBoolAttr("mtco_areaVisible", depFn, true);
			ms.visibility.reflect = getBoolAttr("mtco_visibleInReflection", depFn, true);
			ms.visibility.refract = getBoolAttr("mtco_visibleInRefraction", depFn, true);

			obj->instance->addMaterial(ms);
		}
	}
}
Example #8
0
bool RenderGlobals::getDefaultGlobals()
{
	MSelectionList defaultGlobals;
	defaultGlobals.add("defaultRenderGlobals");

	if( defaultGlobals.length() == 0 )
	{
		Logging::debug("defaultRenderGlobals not found. Stopping.");
		return false;
	}
	MCommonRenderSettingsData data;
	MRenderUtil::getCommonRenderSettings(data);

	MObject node;
	defaultGlobals.getDependNode(0, node);
	MFnDependencyNode fnRenderGlobals(node);

	MTime tv = MAnimControl::currentTime();
	this->currentFrameNumber = (float)(tv.value());
	tv = data.frameStart;
	this->startFrame = (float)(tv.value());
	tv = data.frameEnd;
	this->endFrame = (float)(tv.value());
	tv = data.frameBy;
	this->byFrame = (float)(tv.value());

	// check if we are in a batch render mode or if we are rendering from UI
	if( MGlobal::mayaState() == MGlobal::kBatch )
	{
		this->inBatch = true;
		if( data.isAnimated() )
		{
			Logging::debug(MString("animation on, rendering frame sequence from ") + this->startFrame + " to " + this->endFrame);
			// these are the frames that are supposed to be rendered in batch mode
			this->doAnimation = true;
			for( double frame = this->startFrame; frame <= this->endFrame; frame += this->byFrame)
				this->frameList.push_back((float)frame);
		}else{
			Logging::debug(MString("animation off, rendering current frame"));
			this->frameList.push_back(this->currentFrameNumber );
			this->doAnimation = false;
		}
	}else{
		// we are rendering from the UI so only render the current frame
		this->inBatch = false;
		this->frameList.push_back(this->currentFrameNumber );
		this->doAnimation = false; // at the moment, if rendering comes from UI dont do animation
	}

	this->imgHeight = data.height;
	this->imgWidth = data.width;
	this->pixelAspect = data.pixelAspectRatio;
	
	this->regionLeft = 0;
	this->regionRight = this->imgWidth;
	this->regionBottom = 0;
	this->regionTop = this->imgHeight;

	regionLeft = getIntAttr("left", fnRenderGlobals, 0);
	regionRight = getIntAttr("rght", fnRenderGlobals, imgWidth);
	regionBottom = getIntAttr("bot", fnRenderGlobals, 0);
	regionTop = getIntAttr("top", fnRenderGlobals, imgHeight);

	getBool(MString("enableDefaultLight"), fnRenderGlobals, this->createDefaultLight);

	getString(MString("preRenderMel"), fnRenderGlobals, this->preFrameScript);
	getString(MString("postRenderMel"), fnRenderGlobals, this->postFrameScript);
	getString(MString("preRenderLayerMel"), fnRenderGlobals, this->preRenderLayerScript);
	getString(MString("postRenderLayerMel"), fnRenderGlobals, this->postRenderLayerScript);

	MFnDependencyNode depFn(getRenderGlobalsNode());
	this->maxTraceDepth = getIntAttr("maxTraceDepth", depFn, 4);
	this->doMb = getBoolAttr("doMotionBlur", depFn, false);
	this->doDof = getBoolAttr("doDof", depFn, false);
	this->motionBlurRange = getFloatAttr("motionBlurRange", depFn, 0.4f);
	this->motionBlurType = 0; // center
	this->xftimesamples = getIntAttr("xftimesamples", depFn, 2);
	this->geotimesamples = getIntAttr("geotimesamples", depFn, 2);
	this->createDefaultLight = false;
	this->renderType = RenderType::FINAL;
	this->exportSceneFile = getBoolAttr("exportSceneFile", depFn, false);
	this->adaptiveSampling = getBoolAttr("adaptiveSampling", depFn, false);
	this->imageName = getStringAttr("imageName", depFn, "");
	this->basePath = getStringAttr("basePath", depFn, "");
	this->exportSceneFileName = getStringAttr("exportSceneFileName", depFn, "");
	this->imagePath = getStringAttr("imagePath", depFn, "");
	this->threads = getIntAttr("threads", depFn, 4);
	this->translatorVerbosity = getEnumInt("translatorVerbosity", depFn);
	this->rendererVerbosity = getEnumInt("rendererVerbosity", depFn);
	this->useSunLightConnection = getBoolAttr("useSunLightConnection", depFn, false);
	this->tilesize = getIntAttr("tileSize", depFn, 64);
	this->sceneScale = getFloatAttr("sceneScale", depFn, 1.0f);
	this->filterSize = getFloatAttr("filterSize", depFn, 3.0f);
	this->good = true;
	return true;
}
Example #9
0
void CoronaRenderer::defineCamera()
{
	MPoint rot, pos, scale;
	for(int objId = 0; objId < this->mtco_scene->camList.size(); objId++)
	{
		mtco_MayaObject *cam = (mtco_MayaObject *)this->mtco_scene->camList[objId];
		if( !this->mtco_scene->isCameraRenderable(cam->mobject) && (!(cam->dagPath == this->mtco_scene->uiCamera)))
		{	
			continue;
		}

		logger.debug(MString("using camera ") + cam->shortName);
		MFnCamera camera(cam->mobject);
		MPoint pos, rot, scale;
		MMatrix camMatrix = cam->transformMatrices[0] * this->mtco_renderGlobals->globalConversionMatrix;
		getMatrixComponents(camMatrix, pos, rot, scale);
		Corona::Pos cpos(pos.x, pos.y, pos.z);
		
		float focusDistance = 0.0;
		float fStop = 0.0;

		float focalLength = 35.0f;
		bool dof;
		float horizontalFilmAperture, verticalFilmAperture;
		float coi = 100.0f;
		getFloat(MString("horizontalFilmAperture"), camera, horizontalFilmAperture);
		getFloat(MString("verticalFilmAperture"), camera, verticalFilmAperture);
		getFloat(MString("focalLength"), camera, focalLength);
		getBool(MString("depthOfField"), camera, dof);
		getFloat(MString("focusDistance"), camera, focusDistance);
		getFloat(MString("fStop"), camera, fStop);
		getFloat(MString("centerOfInterest"), camera, coi);

		focusDistance *= this->mtco_renderGlobals->scaleFactor;

		MPoint coiBase(0,0,-coi);
		MPoint coiTransform = coiBase * camMatrix;
		//logger.debug(MString("Center of interest: ") + coi + " transformed " + coiTransform.x + " "  + coiTransform.y + " "  + coiTransform.z);
		Corona::Pos center(coiTransform.x, coiTransform.y, coiTransform.z);
		float fov = 2.0 * atan((horizontalFilmAperture * 0.5f) / (focalLength * 0.03937));
		float fovDeg = fov * 57.29578;
		Corona::AnimatedFloat fieldOfView(fov);
		//logger.debug(MString("fov ") + fov + " deg: " + fovDeg);
		//Corona::AnimatedFloat fieldOfView(Corona::DEG_TO_RAD(45.f));
		
		Corona::CameraData cameraData;

		//cameraData.type
		cameraData.createPerspective(Corona::AnimatedPos(cpos), Corona::AnimatedPos(center), Corona::AnimatedDir(Corona::Dir::UNIT_Z), fieldOfView);
		Corona::AnimatedFloat focalDist(focusDistance);
		cameraData.perspective.focalDist = focalDist;
		cameraData.perspective.fStop = fStop;
		cameraData.perspective.filmWidth = this->mtco_renderGlobals->toMillimeters(horizontalFilmAperture * 2.54f * 10.0f); //film width in mm 
		if( dof && this->mtco_renderGlobals->doDof)
			cameraData.perspective.useDof = true;

		if (getBoolAttr("mtco_useBokeh", camera, false))
		{
			cameraData.perspective.bokeh.use = true;
			cameraData.perspective.bokeh.blades = getIntAttr("mtco_blades", camera, 6);
			cameraData.perspective.bokeh.bladesRotation = getIntAttr("mtco_bladeRotation", camera, 0.0);
			MPlug bokehBitMapPlug = camera.findPlug("mtco_bokehBitmap");
			if (!bokehBitMapPlug.isNull())
			{
				if (bokehBitMapPlug.isConnected())
				{
					MObject bitmapNode = getConnectedInNode(bokehBitMapPlug);
					if (bitmapNode.hasFn(MFn::kFileTexture))
					{
						MFnDependencyNode bitMapFn(bitmapNode);
						MPlug texNamePlug = bitMapFn.findPlug("fileTextureName");
						if (!texNamePlug.isNull())
						{
							MString fileName = texNamePlug.asString();
							logger.debug(MString("Found bokeh bitmap file: ") + fileName);
							Corona::Bitmap<Corona::Rgb> bokehBitmap;
							Corona::loadImage(fileName.asChar(), bokehBitmap);
							cameraData.perspective.bokeh.customShape = bokehBitmap;
						}
					}
				}
			}
		}

		this->context.scene->getCamera() = cameraData; 
	}

}
Example #10
0
void CoronaRenderer::defineSettings()
{
	MFnDependencyNode depFn(getRenderGlobalsNode());
	std::shared_ptr<RenderGlobals> renderGlobals = MayaTo::getWorldPtr()->worldRenderGlobalsPtr;
	int w = renderGlobals->getWidth();
	int h = renderGlobals->getHeight();
	context.settings->set(Corona::PARAM_IMAGE_WIDTH, w);
	context.settings->set(Corona::PARAM_IMAGE_HEIGHT, h);

	if (MayaTo::getWorldPtr()->renderType == MayaTo::MayaToWorld::WorldRenderType::IPRRENDER)
		context.settings->set(Corona::PARAM_MINIMIZE_PRECOMP, true);

	if (getBoolAttr("lockSamplingPattern",depFn, false))
		context.settings->set(Corona::PARAM_RANDOM_SEED, 1234);
	else
		context.settings->set(Corona::PARAM_RANDOM_SEED, 0);

	if (renderGlobals->getUseRenderRegion())
	{
		int left, bottom, right, top;
		renderGlobals->getRenderRegion(left, bottom, right, top);
		context.settings->set(Corona::PARAM_IMAGE_REGION_START_X, left);
		context.settings->set(Corona::PARAM_IMAGE_REGION_START_Y, bottom);
		context.settings->set(Corona::PARAM_IMAGE_REGION_END_X, right);
		context.settings->set(Corona::PARAM_IMAGE_REGION_END_Y, top);
	}

	int renderer = getIntAttr("renderer", depFn, 0);
	if( renderer == 0) // progressive
		context.settings->set(Corona::PARAM_RENDER_ENGINE, Corona::RENDER_ENGINE_PROGRESSIVE);
	if( renderer == 1) // bucket rendering
		context.settings->set(Corona::PARAM_RENDER_ENGINE, Corona::RENDER_ENGINE_BUCKET);
	if( renderer == 2) // vcm rendering
		context.settings->set(Corona::PARAM_RENDER_ENGINE, Corona::RENDER_ENGINE_VCM);

	//context.settings->set(Corona::PARAM_RESUME_RENDERING, false);
	
	context.settings->set(Corona::PARAM_BUCKET_SIZE, getIntAttr("image_bucketSize", depFn, 64));
	context.settings->set(Corona::PARAM_BUCKET_SAMPLES_PER_ITERATION, getIntAttr("buckets_initialSamples", depFn, 4));
	context.settings->set(Corona::PARAM_BUCKET_PASSES, getIntAttr("buckets_adaptiveSteps", depFn, 4));
	context.settings->set(Corona::PARAM_BUCKET_ADAPTIVE_THRESHOLD, getFloatAttr("buckets_adaptiveThreshold", depFn, 0.03f));

	context.settings->set(Corona::PARAM_PROGRESSIVE_PASS_LIMIT, getIntAttr("progressive_maxPasses", depFn, 0));
	context.settings->set(Corona::PARAM_PROGRESSIVE_TIME_LIMIT, getIntAttr("progressive_timeLimit", depFn, 60) * 1000);

	context.settings->set(Corona::PARAM_VCM_MODE, getEnumInt("vcm_mode", depFn));
	context.settings->set(Corona::PARAM_PPM_INITIAL_RADIUS, getFloatAttr("ppm_initialRadius", depFn, 2.0f));
	//context.settings->set(Corona::PARAM_BIDIR_DO_MIS, getBoolAttr("bidir_doMis", depFn, true));
	context.settings->set(Corona::PARAM_PPM_PHOTONS_PER_ITER, getIntAttr("ppm_photonsPerIter", depFn, 5000000));
	context.settings->set(Corona::PARAM_PPM_ALPHA, getFloatAttr("ppm_alpha", depFn, .666f));

	context.settings->set(Corona::PARAM_MAX_SAMPLE_INTENSITY, getFloatAttr("maxPtSampleIntensity", depFn, 20.0f));	
	context.settings->set(Corona::PARAM_NUM_THREADS, getIntAttr("threads", depFn, 4));

	if (getBoolAttr("exportSceneFile", depFn, false))
		context.settings->set(Corona::PARAM_EXPORT_PATH, renderGlobals->exportSceneFileName.asChar());
	 
	context.settings->set(Corona::PARAM_THREAD_PRIORITY, Corona::IScheduler::PRIORITY_BELOW_NORMAL); // always render with low priority

	Corona::DisplaceSubdivType subdivTypes[] = { Corona::DisplaceSubdivType::DISPLACE_SUBDIV_WORLD, Corona::DisplaceSubdivType::DISPLACE_SUBDIV_PROJECTED };
	context.settings->set(Corona::PARAM_DISPLACE_SUBDIV_TYPE, subdivTypes[(int)getBoolAttr("displace_useProjectionSize", depFn, true)]);
	context.settings->set(Corona::PARAM_DISPLACE_MAX_SIZE_SCREEN, getFloatAttr("displace_maxProjectSize", depFn, 2.0f));
	context.settings->set(Corona::PARAM_DISPLACE_MAX_SIZE_WORLD, getFloatAttr("displace_maxWorldSize", depFn, 1.0f));

	context.settings->set(Corona::PARAM_MAX_RAY_DEPTH, getIntAttr("raycaster_maxDepth", depFn, 25));
	context.settings->set(Corona::PARAM_MIN_INSTANCE_SAVING, getIntAttr("instance_minSize", depFn, 50000));

	int f = getEnumInt("filtertype", depFn);
	float fw = getFloatAttr("imagefilter_width", depFn, 1.5f);
	float fb = getFloatAttr("imagefilter_blurring", depFn, .5f);
	context.settings->set(Corona::PARAM_IMAGEFILTER, getEnumInt("filtertype", depFn));
	context.settings->set(Corona::PARAM_IMAGEFILTER_WIDTH, getFloatAttr("imagefilter_width", depFn, 1.5f));
	context.settings->set(Corona::PARAM_IMAGEFILTER_BLURRING, getFloatAttr("imagefilter_blurring", depFn, .5f));

	context.settings->set(Corona::PARAM_SHADING_ENABLE, getBoolAttr("doShading", depFn, true));

	Corona::GiSolverType solverTypes[] = { Corona::GiSolverType::GISOLVER_NONE, Corona::GiSolverType::GISOLVER_PATHTRACING, Corona::GiSolverType::GISOLVER_HD_CACHE, Corona::GiSolverType::GISOLVER_UHD_CACHE };
	context.settings->set(Corona::PARAM_SHADING_PRIMARY_SOLVER, solverTypes[getEnumInt("gi_primarySolver", depFn)]);
	context.settings->set(Corona::PARAM_SHADING_SECONDARY_SOLVER, solverTypes[getEnumInt("gi_secondarySolver", depFn)]);

	context.settings->set(Corona::PARAM_GI_TO_AA_RATIO, getIntAttr("pathtracingSamples", depFn, 16));
	//context.settings->set(Corona::PARAM_LIGHT_SAMPLES_MULT, getFloatAttr("lights_areaSamplesMult", depFn, 2.0f));

	context.settings->set(Corona::PARAM_HDCACHE_SAVE, getBoolAttr("gi_saveSecondary", depFn, false));
	context.settings->set(Corona::PARAM_HDCACHE_PRECALC_MODE, getEnumInt("gi_hdCache_precalcMode", depFn));
	context.settings->set(Corona::PARAM_HDCACHE_FILE, Corona::String(getStringAttr("gi_secondaryFile", depFn, "").asChar()));
	context.settings->set(Corona::PARAM_HDCACHE_PRECOMP_DENSITY, getFloatAttr("gi_hdCache_precompMult", depFn, 1.0f));
	context.settings->set(Corona::PARAM_HDCACHE_INTERPOLATION_COUNT, getIntAttr("gi_hdCache_interpolationCount", depFn, 3));
	context.settings->set(Corona::PARAM_HDCACHE_RECORD_QUALITY, getIntAttr("gi_hdCache_ptSamples", depFn, 256));
	context.settings->set(Corona::PARAM_HDCACHE_SMOOTHING, getFloatAttr("gi_hdCache_smoothing", depFn, 2.0f));
	context.settings->set(Corona::PARAM_HDCACHE_MAX_RECORDS, getIntAttr("gi_hdCache_maxRecords", depFn, 100000));
	context.settings->set(Corona::PARAM_HDCACHE_GLOSS_THRESHOLD, getFloatAttr("gi_hdCache_glossyThreshold", depFn, .9f));
	context.settings->set(Corona::PARAM_HDCACHE_WRITABLE_PASSES, getIntAttr("gi_hdCache_writePasses", depFn, 0));
	context.settings->set(Corona::PARAM_HDCACHE_DIR_SENSITIVITY, getFloatAttr("gi_hdCache_dirSensitivity", depFn, 2.0f));
	context.settings->set(Corona::PARAM_HDCACHE_POS_SENSITIVITY, getFloatAttr("gi_hdCache_posSensitivity", depFn, 20.0f));
	context.settings->set(Corona::PARAM_HDCACHE_NORMAL_SENSITIVITY, getFloatAttr("gi_hdCache_normalSensitivity", depFn, 3.0f));

	float uhd_precision = getFloatAttr("uhdPrecision", depFn, 1.0f);
	context.settings->set(Corona::PARAM_UHDCACHE_PRECISION, uhd_precision);

	int uhd_recordQuality = 512;
	float uhd_strictness = 0.075f;
	float uhd_msi = 3.0f;
	int uhdType = getEnumInt("uhdCacheType", depFn);
	if (getEnumInt("gi_secondarySolver", depFn) == 4) // uhd cache
	{
		// 0 == still, 1 == animation. Only animation needs not default settings.
		if (uhdType == 1)
		{
			context.settings->set(Corona::PARAM_UHDCACHE_MSI, uhd_msi * 3.0f);
			context.settings->set(Corona::PARAM_UHDCACHE_RECORD_QUALITY, uhd_recordQuality * .5f);
			context.settings->set(Corona::PARAM_UHDCACHE_STRICTNESS, uhd_strictness * .33f);
			context.settings->set(Corona::PARAM_UHDCACHE_PRECISION, uhd_precision * .4f);
		}
	}

	float gamma = 2.2f;
#if MAYA_API_VERSION > 2015
	if (MColorManagementUtilities::isColorManagementEnabled())
		gamma = 1.0f;
#endif
	context.settings->set(Corona::PARAM_COLORMAP_GAMMA, gamma);
	context.settings->set(Corona::PARAM_COLORMAP_HIGHLIGHT_COMPRESSION, getFloatAttr("colorMapping_highlightCompression", depFn, 1.0f));
	context.settings->set(Corona::PARAM_COLORMAP_CONTRAST, getFloatAttr("colorMapping_contrast", depFn, 1.0f));

	context.settings->set(Corona::PARAM_COLORMAP_COLOR_TEMP, getFloatAttr("colorMapping_colorTemperature", depFn, 6500.0f));
	context.settings->set(Corona::PARAM_COLORMAP_SIMPLE_EXPOSURE, getFloatAttr("colorMapping_simpleExposure", depFn, 0.0f));
	context.settings->set(Corona::PARAM_COLORMAP_TINT, toCorona(getColorAttr("colorMapping_tint", depFn)));
	context.settings->set(Corona::PARAM_COLORMAP_USE_PHOTOGRAPHIC, !getBoolAttr("colorMapping_useSimpleExposure", depFn, true));

	context.settings->set(Corona::PARAM_COLORMAP_ISO, getFloatAttr("colorMapping_iso", depFn, 100.0));
	context.settings->set(Corona::PARAM_COLORMAP_F_STOP, getFloatAttr("colorMapping_fStop", depFn, 5.6));
	context.settings->set(Corona::PARAM_COLORMAP_SHUTTER_SPEED, 1.0f / getFloatAttr("colorMapping_shutterSpeed", depFn, 250.0f));
	// v2.8 exposure from camera
	std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr;
	if (mayaScene)
	{
		for (auto cam : mayaScene->camList)
		{
			if (!isCameraRenderable(cam->mobject) && (!(cam->dagPath == mayaScene->uiCamera)))
				continue;
			MFnDependencyNode camFn(cam->mobject);
			if (getBoolAttr("mtco_overrideRenderSettings", camFn, false))
			{
				context.settings->set(Corona::PARAM_COLORMAP_ISO, getFloatAttr("mtco_iso", camFn, 1.0));
				context.settings->set(Corona::PARAM_COLORMAP_F_STOP, getFloatAttr("fStop", camFn, 5.6));
				context.settings->set(Corona::PARAM_COLORMAP_SHUTTER_SPEED, 1.0f / getFloatAttr("mtco_shutterSpeed", camFn, 250.0f));
			}
			break;
		}
	}
}
void CoronaRenderer::defineMaterial(Corona::IInstance* instance, std::shared_ptr<MayaObject> mobj)
{
	std::shared_ptr<mtco_MayaObject> obj = std::static_pointer_cast<mtco_MayaObject>(mobj);
	
	MFnDependencyNode globalsNode(objectFromName("coronaGlobals"));

	if (getBoolAttr("useGlobalMaterialOverride", globalsNode, false))
	{
		MObject surfaceShader = getOtherSideNode(MString("globalMaterialOverride"), globalsNode.object());
		// get shading group for reuse
		MFnDependencyNode surfaceShaderNode(surfaceShader);
		MPlug outColorPlug = surfaceShaderNode.findPlug("outColor");
		MObject shadingGroupObject;
		if (outColorPlug.isConnected())
		{
			MPlugArray outArray;
			outColorPlug.connectedTo(outArray, false, true);
			if (outArray.length() > 0)
			{
				shadingGroupObject = outArray[0].node();
			}
		}
		if (shadingGroupObject != MObject::kNullObj)
			if (assingExistingMat(shadingGroupObject, obj))
				return;

		Corona::SharedPtr<Corona::IMaterial> base = defineCoronaMaterial(surfaceShader, obj);
		
		Corona::IMaterialSet ms = Corona::IMaterialSet(base);
		setRenderStats(ms, obj);
		obj->instance->addMaterial(ms);
		return;
	}
	getObjectShadingGroups(obj->dagPath, obj->perFaceAssignments, obj->shadingGroups, false);

	if( obj->shadingGroups.length() > 0)
	{
		for (uint sgId = 0; sgId < obj->shadingGroups.length(); sgId++)
		{
			MObject shadingGroup = obj->shadingGroups[sgId];
			Logging::debug(MString("---------- Check shading group: ") + getObjectName(shadingGroup) + " for existence on object named " +  obj->fullName);
			if (assingExistingMat(shadingGroup, obj))
				return;

			MObject surfaceShader = getConnectedInNode(shadingGroup, "surfaceShader");

			// check obj set overrides
			MObject connectedSet = getConnectedObjSet(obj->dagPath);
			if (connectedSet != MObject::kNullObj)
			{
				MFnDependencyNode setFn(connectedSet);
				Logging::debug(MString("Found connected object set:") + setFn.name());
				MPlug shaderOverride = setFn.findPlug("mtco_mtlOverride");
				if (!shaderOverride.isNull())
				{

					MObject connectedObject = getConnectedInNode(shaderOverride);
					if (connectedObject != MObject::kNullObj)
						surfaceShader = connectedObject;
				}
			}

			// raytype shader is a special case. Here a material set gets different materials, so I have to call defineCoronaMaterial several times
			MFnDependencyNode shaderMat(surfaceShader);
			Corona::SharedPtr<Corona::IMaterial> base = nullptr;
			Corona::SharedPtr<Corona::IMaterial> reflect = nullptr;
			Corona::SharedPtr<Corona::IMaterial> refract = nullptr;
			Corona::SharedPtr<Corona::IMaterial> direct = nullptr;

			if (shaderMat.typeName() == "CoronaRaytype")
			{
				MPlug basePlug = shaderMat.findPlug("base");
				MPlug reflectPlug = shaderMat.findPlug("reflect");
				MPlug refractPlug = shaderMat.findPlug("refract");
				MPlug directPlug = shaderMat.findPlug("direct");
				if (basePlug.isConnected())
				{
					MObject inNode = getConnectedInNode(basePlug);
					base = defineCoronaMaterial(inNode, nullptr);
				}
				if (reflectPlug.isConnected())
				{
					MObject inNode = getConnectedInNode(reflectPlug);
					reflect = defineCoronaMaterial(inNode, nullptr);
				}
				if (refractPlug.isConnected())
				{
					MObject inNode = getConnectedInNode(refractPlug);
					refract = defineCoronaMaterial(inNode, nullptr);
				}
				if (directPlug.isConnected())
				{
					MObject inNode = getConnectedInNode(directPlug);
					direct = defineCoronaMaterial(inNode, nullptr);
				}
			}
			else{
				base = defineCoronaMaterial(surfaceShader, obj);
			}

			Corona::IMaterialSet ms = Corona::IMaterialSet(base);
			ms.overrides.direct = direct;
			ms.overrides.reflect = reflect;
			ms.overrides.refract = refract;
			setRenderStats(ms, obj);
			obj->instance->addMaterial(ms);
		}
	}
	else{
		Corona::SharedPtr<Corona::IMaterial> mat = defineCoronaMaterial(MObject::kNullObj, nullptr);
		Corona::IMaterialSet ms = Corona::IMaterialSet(mat);
		setRenderStats(ms, obj);
		obj->instance->addMaterial(ms);
	}
}