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appleseed-maya's Issues

Test "docs" branch, main trigger for RTD builds

Otherwise the latest branch is always built upon a push (default) or PR event.
A parallel docs branch could be used to trigger builds, and synchronized with master on major milestones, i.e, RC, beta, release versions.
This until someone figures out how on Earth you can trigger a RTD build on any specific/filtered criteria.

Grey-in/out UI sections based on UI attribute value

Some attributes or groups of attributes only make sense in some contexts.
Example, a drop-down menu might present the user with preset choices, and a option to set X,Y,Z parameters.
The X,Y,Z parameters should remain greyed-out until the appropriate mode is set.

Stereoscopic rendering support

From appleseed's pov, probably not much can be done to share computations, it's in essence 2 scene files, 2 cameras. The task lies mostly with the DCC app, setting the interocular distance and other stereo camera parameters.

Maya (string) object name

For the N-switch nodes we need the Maya object name since we need to compare this against the shading node string. This means the equivalent of a

RiAttribute "user" "string" "objectname" ["foobar"]

Which would be queried with something like

int status = getattribute("user:objectname", nodename);

Fixing FOV, adding film gate, fitting and anamorphosis

For interchange, horizontal FOV is required, but Maya's cameras allow a fit to horizontal, vertical FOV, and a "overscan" mode, with an image plane (background) also doing this fit.
Supporting this is also required in appleseed, and aspect ratio will allow one to render with 1:1 aspect (spherical lens) or for instance, 2:1 ratio (anamorphic), or user set.

Maya (string) render space from general CMS as user option

There are plenty of nodes that have render space dependent operations.
We need the equivalent of a

RiOption "user" "renderspace" ["Rec.2020"]

to be queried via a

int status = getattribute("user:renderspace", renderspace);

This would actually be needed as well for AS in general, it's not exclusively a Maya feature.

Create attr presets for remaining custom nodes

Noise2d, 3d already have attribute presets. We should add presets, and potentially link them with the screenshots in the documentation as reference, for

  • asDisney material
  • asGlass material
  • asStandardSurface material
  • asVoronoi2D, 3D
    Subsequent nodes can refer this ticket and project.

Maya: supported nodes

List of Maya hypershade nodes and their status. Not all will be supported.

Utilities

  • add double linear
  • add matrix
  • angle between
  • array mapper
  • blend colors
  • blend two attr
  • bump 2d
  • bump 3d
  • choice
  • chooser
  • clamp
  • clearcoat
  • color profile
  • compose matrix
  • condition
  • contrast
  • curve info
  • decompose matrix
  • distance between
  • double switch
  • euler to quat
  • four by four matrix
  • frame cache
  • gamma correct
  • height field
  • hsv to rgb
  • inverse matrix
  • light info
  • luminance
  • mult double linear
  • mult matrix
  • multiply divide
  • particle sampler
  • 2d placement
  • 3d placement
  • plus minus average
  • projection
  • quad switch
  • quat add
  • quat conjugate
  • quat invert
  • quat negate
  • quat normalize
  • quat prod
  • quat sub
  • quat to euler
  • remap color
  • remap hsv
  • remap value
  • reverse
  • rgb to hsv
  • sampler info
  • set range
  • single switch
  • stencil
  • surface info
  • surf. luminance
  • transpose matrix
  • triple switch
  • unit conversion
  • uv chooser
  • vector product
  • weighted add matrix

Image Planes

  • image plane

Surface

  • GLSL shader (unsupported)
  • shaderfx shader (unsupported)
  • stingrayPBS (unsupported)
  • anisotropic
  • bifrost aero material
  • bifrost foam material
  • bifrost liquid material
  • blinn
  • cgfx shader (unsupported)
  • hair tube shader
  • lambert
  • layered shader
  • ocean shader
  • phong
  • phongE
  • ramp shader
  • shading map
  • surface shader
  • use background

Volumetric

  • env fog
  • fluid shape
  • light fog
  • particle cloud
  • volume fog
  • volume shader

Displacement

  • displacement:
  • C muscle shader
  • displacement

2D Textures

  • bulge
  • checker
  • cloth
  • file
  • fluid texture 2d
  • fractal
  • grid
  • mandelbrot
  • mountain
  • movie
  • noise
  • ocean
  • psd file
  • ramp
  • substance
  • substance output
  • water

3D Textures

  • brownian
  • cloud
  • crater
  • fluid texture 3d
  • granite
  • leather
  • mandelbrot 3d
  • marble
  • rock
  • snow
  • solid fractal
  • stucco
  • volume noise
  • wood

Env Textures

  • env ball
  • env chrome
  • env cube
  • env sky
  • env sphere

Other Textures:

  • layered texture

Lights

  • ambient light
  • area light
  • directional light
  • point light
  • spot light
  • volume light

Adding float[2], float[3] support for automagical UI template building

Presently the exporter does not build the UI template for float2/float[2], or float3/float[3] parameters, either input or output, but this is becoming increasingly problematic (ie: all features from Voronoi nodes are not exported, we cannot specify xy chromaticity coordinates for color transform nodes, and so on).
This is blocking development for 0.2 already.

Reimplement common globals tab

We try to reuse the Maya common globals at the moment, doing some hacks to modify the image formats menu. It's kind of ugly and also buggy.

We should reimplement it, adding only the controls that make sense for appleseed and without hacks.

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