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hotOcean_Maya ============= A Maya version of Drew Whitehouse's Houdini Ocean Toolkit (HOT). Original Maya-related code was written by Nico Rehberg. (http://www.nico-rehberg.de) Minor modifications and various code cleanups and cosmetics by Imre Tuske (sorted out build problems on linux; cross-platform build [waf] script). Thanks to Szabolcs Horvatth and John Patrick for tips and hints on colorsets-in-deformers hackery. The Houdini Ocean Toolkit is copyrighted by Drew Whitehouse see http://odforce.net/wiki/index.php/HoudiniOceanToolkit The Tessendorf notes can be found here http://www.finelightvisualtechnology.com/pages/coursematerials.php The fftw libary comes from http://www.fftw.org/ -------------------------------------------------------------------------------- HOW TO BUILD ============ The provided build script is written for waf (you'll need python). In your command line, type: ./waf distclean configure build or, if you don't have permissions right or you're on windows, type: python waf distclean configure build You'll find the build .mll/.so in the root folder. NOTE: You'll probably need to edit the 'wscript' file in order to set up the various include/library paths correctly -- I leave this as an exercise to the kind reader/user. :) (Helper comments are placed in the wscript, though.) -------------------------------------------------------------------------------- This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. This package contains a mental ray shader and a Maya deformer that use the Houdini Ocean Toolkit to generate Tessendorf waves in Maya. See the Tessendorf notes for a deeper understanding of the parameters. I merely did the "wrapping" into a shader/deformer. All the magic comes from Drew Whitehouses code. ** Nico Rehberg 2009, [email protected]
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a somewhat cleaned-up version of Nico Rehberg's code
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