diff --git a/website/docs/addon_3dsmax_artist.md b/website/docs/addon_3dsmax_artist.md index 43b06aff..2e458b1d 100644 --- a/website/docs/addon_3dsmax_artist.md +++ b/website/docs/addon_3dsmax_artist.md @@ -27,12 +27,14 @@ Locate **AYON Icon** in the OS tray (if hidden dive in the tray toolbar). By clicking the icon ```AYON Menu``` rolls out. +![Menu AYON](assets/3dsmax_tray_OP.png) + Choose ```AYON Menu > Launcher``` to open the ```Launcher``` window. When opened you can **choose** the **project** to work in from the list. Then choose the particular **asset** you want to work on then choose **task** and finally **run 3dsmax by its icon** in the tools. -![Menu AYON](assets/3dsmax_tray_OP.png) +![AYON Launcher](assets/3dsmax_Ayon_launcher.png) :::note Launcher Content The list of available projects, assets, tasks and tools will differ according to your Studio and need to be set in advance by supervisor/admin. @@ -82,7 +84,7 @@ Here you can see resulting work file after ```Save As``` action. ## Understanding Context -As seen on our example AYON created pretty first workfile and named it ```220901_couch_modeling_v001.max``` meaning it sits in the Project ```220901``` being it ```couch``` asset and workfile being ```modeling``` task and obviously ```v001``` telling user its first existing version of this workfile. +As seen on our example AYON created pretty first workfile and named it ```il_asset_art_v002.max``` meaning it sits in the Project ```il``` being it ```asset``` asset and workfile being ```art``` task and obviously ```v002``` telling user its first existing version of this workfile. It is good to be aware that whenever you as a user choose ```asset``` and ```task``` you happen to be in so called **context** meaning that all user actions are in relation with particular ```asset```. This could be quickly seen in host application header and ```AYON Menu``` and its accompanying tools. @@ -104,23 +106,26 @@ Before proceeding further please check [Glossary](artist_concepts.md) and [What ### Intro -Current AYON integration (ver 3.15.4) supports only ```PointCache```, ```Camera```, ```MaxScene```, ```Render``` and ```PointCloud``` families now. +Current AYON integration (ver 3.15.4) supports only ```PointCache```, ```Camera```, ```MaxScene```, ```Render```, ```PointCloud``` +```TyCache```, ```RedshiftProxy``` and ```Review``` product types now. -**Pointcache** family being basically any geometry outputted as Alembic cache (.abc) format +**Pointcache** product type being basically any geometry outputted as Alembic cache (.abc) format -**Camera** family being 3dsmax Camera object with/without animation outputted as native .max, FBX, Alembic format +**Camera** product type being 3dsmax Camera object with/without animation outputted as native .max, FBX, Alembic format -**MaxScene** family being 3dsmax scene outputted as native .max format +**MaxScene** product type being 3dsmax scene outputted as native .max format -**Render** family being 3dsmax scene submitted to AWS Thinkbox Deadline. Currently supports 3dsmax standard renderers, Vray and Redshift for multipass submissions. Only supports Arnold for beauty (RGBA) render submission. +**Render** product type being 3dsmax scene submitted to AWS Thinkbox Deadline. Currently supports 3dsmax standard renderers, Vray and Redshift for multipass submissions. Only supports Arnold for beauty (RGBA) render submission. -**PointCloud** family being 3dsmax point cloud generated from tyFlow plugin and outputted as PRT format. As tyFlow is an external plugin from 3dsmax, make sure to get it install before using the **PointCloud** family. +**Point Cloud** and **TyCache** product type being 3dsmax cache generated from tyFlow plugin and outputted as PRT(Pointcloud)/TYC(TyCache) format. +As tyFlow is an external plugin from 3dsmax, make sure to get it install before using the product types. ---- +**Redshift Proxy** product type being 3dsmax objects converted and outputted as RS format. As Redshift is an external plugin from 3dsmax, +user require to install redshift before using the product type. -:::note Work in progress -This part of documentation is still work in progress. -::: +**Review** product type being 3dsmax scene creating preview animation and outputted as video and image sequences(if users select keep image sequences) + +--- ### Publishing Point Cache (Alembic) @@ -129,6 +134,7 @@ Simply select any animated geometry you want to export as alembic format and go ### Loading Point Cache When you load the Point Cache via **AYON -> Load**, it creates the container which includes the Alembic object parented to the point cache object. + ### Publishing Camera Select the camera you want to export and go **AYON -> Create** and select **Camera**. @@ -136,6 +142,11 @@ User can go **Publish** and decide the export options by turning on/off the came ![Max Camera Extractor](assets/3dsmax_camera_extractors.png) +:::warning Alembic compatibility +The exported Alembic from the current alembic extractor may only be loaded in Max. It may not be compatible with the alembic loader in other DCCs +such as Maya. +::: + ### Loading Camera The loader provides several options to load camera. You can import camera in either native Max, Fbx and Alembic (abc) format. @@ -143,6 +154,8 @@ The loader provides several options to load camera. You can import camera in eit ![Max Camera Loader](assets/3dsmax_camera_loaders.png) Similar to the Point Cache Instance, the Alembic camera loader will creates the container which includes the Alembic object parented to the point cache object. + + The Fbx and max scene Loader import the published camera object which is parented to the newly created container. ### Publishing MaxScene @@ -152,12 +165,15 @@ Select any type of objects in the scene you want to export and go **AYON -> Crea ### Loading MaxScene Similar to other max scene loader, it will create the new containers which includes the published max scene object. + ### Render After choosing your render setting, select the target camera for rendering in the scene and go **AYON -> Create** and select **Render**. -When you go to **Publish**, you can set up the preferences before the deadline submission. +When you go to **Publish**, you can set up the preferences in either creator or AYON setting before the deadline submission. + +![Max Render AYON Setting](assets/3dsmax_ayon_render_setting.png) -![Max Render Setting](assets/3dsmax_deadline_render_settings.png) +![Max Render Creator Setting](assets/3dsmax_deadline_render_settings.png) The Render Instance supports AOV renders for VRay, Redshift, and 3dsMax default renderers(i.e QuickSliver Hardware Renderer, ART Renderer, Scanline Renderer, VUE File Renderer). Merely supports beauty render for Arnold due to the pymxs API limitation. @@ -165,15 +181,115 @@ The Render Instance supports AOV renders for VRay, Redshift, and 3dsMax default Make sure removing the old render instance and create the new one if you switch from one renderer to another ::: -### Point Cloud +### Point Cloud/TyCache :::note Reminder Point Cloud Instance only works when tyFlow plugin installed in 3dsmax +TyCache Instance only works when tyFlow Pro plugin installed in 3dsmax ::: + ### Publishing Point Cloud Select the tyFlow object(s) you want to export and go **AYON -> Create** and select **Point Cloud**. The exported object(s) would be in PRT format +You can add the attributes which needs to be exported in AYON setting before publishing. + +![Max Point Cloud Attributes Setting](assets/3dsmax_pointcloud_attributes.png) + + +### Publishing TyCache +Select the tyFlow object(s) you want to export and go **AYON -> Create** and select **TyCache**, you can choose the attribute data of tyCache to be exported in TYC format. +![Max Review Creator Setting](assets/3dsmax_tycache_settings.png) + +:::note Info for TyCache Attributes Option +For users to have more information to know what the attributes they are exporting. + +**Channels** + +*Age* : tycacheChanAge, *Groups*: "tycacheChanGroups", *Position*: "tycacheChanPos", +*Rotation*: "tycacheChanRot", *Scale*: "tycacheChanScale", *Velocity*: "tycacheChanVel", +*Spin*: "tycacheChanSpin", *Shape*: "tycacheChanShape", *Material ID*: "tycacheChanMatID", +*Mapping*: "tycacheChanMapping", *Materials*: "tycacheChanMaterials", +*Custom Float*: "tycacheChanCustomFloat", *Custom Vectors*: "tycacheChanCustomVector", +*Custom TMs*: "tycacheChanCustomTM", *PhysX Data*: "tycacheChanPhysX" + +**Mesh Files** + +*Backup at regular itnervals*: "tycacheMeshBackup" -### Loading Point Cloud +**Geometry Settings** + +*Include cloth geometry*: "tycacheAdditionalCloth", +*Include actor skinned meshes*: "tycacheAdditionalSkin", +*Include actor skinned meshes ID*: "tycacheAdditionalSkinID", +*Include actor skinned meshes ID value*: "tycacheAdditionalSkinIDValue", +*Include terrain geometry*:"tycacheAdditionalTerrain", +*Include VDB geometry*: "tycacheAdditionalVDB", +*Include spline path geometry*: "tycacheAdditionalSplinePaths", +*Include additional geometry*: "tycacheAdditionalGeo", +*Activate render-only modifiers*: "tycacheAdditionalGeoActivateModifiers" + +**Splines Settings** + +*Include Spline Paths operators*: "tycacheSplines", +*Include additional splines*: "tycacheSplinesAdditionalSplines" +::: + +### Loading Point Cloud/TyCache When you load the point cloud through **AYON -> Load**, Max will create *tycache* object in the 3dsmax modifier's list and load the published PRT. -## ...to be added +### Publishing Redshift Proxy +:::note Reminder +Redshift Proxy only works when Redshift is installed in 3dsMax and it is the current renderer in the scene. +::: +Select the object(s) you want to convert as redshift proxy and go **AYON -> Create** and select **RedshiftProxy**. The exported objects will be outputted as RS format. + +### Loading Redshift Proxy +You can load the redshift proxy through **AYON -> Load**, it will then load the redshift proxy with the converted object(s). + +### Review +Select the target camera you want to create preview animation and go **AYON -> Create** and select **Review**.You can set up the preferences(e.g. resolution) with the creator or AYON setting before creating the instance. + +![Max Review AYON Setting](assets/3dsmax_review_ayon_setting.png) + +![Max Review Creator Setting](assets/3dsmax_review_creator_setting.png) + +You can always edit if you want to create preview animation with different settings. You can also choose what to include in the preview animation. + +![Max Review Publish Setting](assets/3dsmax_review_publish_setting.png) + +## Validators + +### Validate Frame Range +This validator is optional to check if the frame range in the scene aligns with that in the AYON project settings. +You can switch on/ off in either the project settings in AYON setting or the toggled button in Publisher Tab. + +![Max Validate Frame Range in Ayon](assets/3dsmax_validator_frame_range_ayon_setting.png) + +![Max Validate Frame Range in Publisher](assets/3dsmax_validator_frame_range_publisher_setting.png) + +### Validate Attributes +This validator is to make sure the property attributes are valid in 3dsMax. +You need to put the data in JSON format in the AYON setting for attributes check. + +![Max Validate Attributes](assets/3dsmax_validator_attributes.png) + +:::note Example for inputting the JSON format in the setting. +E.g. If you want to check if ```renderers.current.separateAovFiles=true``` or +```renderers.current.MotionBlurShutterAngle=160.5``` etc.. +``` +{ + "renderers.current": { + "separateAovFiles": true, + "MotionBlurShutterAngle": 160.5, + "PrimaryGIEngine": "#RS_GIENGINE_BRUTE_FORCE", + "OCIOViewName": "ACES 1.0 SDR-video" + } +} +``` +::: + +### Validate Loaded Plugin +This validator ensures the plugins are available for certain product types before publishing instances in 3dsMax. +You need to click ```+``` button to add product type and the plugins you want to validate within it. + +![Max Validate Loaded Plugins](assets/3dsmax_validator_loaded_plugins.png) + diff --git a/website/docs/assets/3dsmax_Ayon_launcher.png b/website/docs/assets/3dsmax_Ayon_launcher.png new file mode 100644 index 00000000..3ff6b180 Binary files /dev/null and b/website/docs/assets/3dsmax_Ayon_launcher.png differ diff --git a/website/docs/assets/3dsmax_SavingFirstFile2_OP.png 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