maya-pbrt::installation

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overview on installation

Unfortunately, I have not had the time to make an automated installer for the Maya-PBRT plug-in. However, the following describes how to compile and setup the Maya-PBRT plugin on the OSX platform.

Please note: you MUST have Maya 6.0 with the devkit installed for this program to compile.

step 1: targa plug-in

In the source files for Maya-PBRT exists a Targa film plug-in. This plug-in allows for PBRT to utilize the tonemapping pipeline and output a Targa, image instead of an OpenEXR image. Please compile this in a manner similar to compiling all other PBRT plug-ins.

step 2: compile

The Maya-PBRT plug-in is actually a columniation of three different programs running in unison. When opening the XCode project, get the information on any of the targets. From this window, choose the build tab, and from the combo-drop-down, choose "Customized Settings." The last customized setting is the location of the Maya directory. Please change this if the path does not match your path. Once compiled, the files are copied to "/Users/Shared/Alias/maya/plug-ins/." If for some reason you need to store this data somewhere else, just change the shell scripting phase of each target by pressing Apple-I on target folder Shell Script Files.  This will make the auto-loading section of this installation different, so if you know what you are doing, have fun! Once complete with configuration, which if you use defaults you should not have to change anything, you can just compile each target and you will receive about 5 linking errors for each target. These errors are even present in the demos provided by the Maya SDK.

step 3: auto load

After successful compilation, open up Maya and go to Windows->Settings/Preferences->Plug-in Manager. You should see the plug-ins launchpbrt.lib, pbrtexport.lib, and pbrtview.lib in the /Users/Shared/Alias/maya/plug-ins area. Click on the loaded button next to each of them. If you wish to use this plug-in more often, just click the auto load plug-in as well, and then click the "Close" button.

step 4: MEL script

In the XCode project, there is a file called pbrt.mel. Open the file and in the first line, where it says putenv "PBRT_SEARCHPATH," change the path to whatever location you have installed PBRT. Then, copy and paste the mel script into Maya s script editor window. Then, select all the text in that window and drag it up to the shelf to make a button to run this script. Then, just press Ctrl-Enter to run the script, or just click the button.

step 5: rock on

That is it! You now can choose from your list of renderers the Maya-PBRT renderer. Make your scenes and have fun with PBRT. Please check the bug page to see any limitations or problem that are currently known. Also, e-mail me at
colbert@cs.ucf.edu if you have any other problems.

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university of central florida : graphics group