20-08-06: Working on a Single Frame distributed renderer that I started at Animal. This will work with Backburner or other cmd line driven network rendering system. Currently have 60% of it written, just need to finish the image assebly functions.
Time allowing I normaly have a backlog of scripts to work on to make life easier in Max and production. I was hoping Max 8 would see the Material Editor finaly open up to maxscript as I have a plethera of ideas for it, but alas it's still holding out a stalwart of R1 all these years :( See the downloads section for the scritps.
HDRI Light Rig: After using Jeramy Pronks HDRI rig based on Paul Debovecs paper
'A Median Cut Algorithm for Light Probe Sampling' at Animal and finding that it didn't quite do what I wanted I thought I'd better put my money where my mouth was and create my own version.
Gentree: My first Mel script circa 2002. Decided to make a procedural tree generating script in Maya 3 based on a Siggraph paper with the aim of learning MEL. Learnt a lot about MEL in the process, but decided that this would be better implemented in a proper plugin (memory issues and speed) so halted development. Check the development page to see what I produced.
20-08-06 Iridescent Shader . Based on the paper Rendering Biological Iridescences with RGB-based Renderers by Yinlong Sun, Purdue University. In short a shader that takes the RGB triplet and converts that value to a spectral value to use with the function to approximate wavelength shifts due to multi-layer interferences. Then convert that back again to and RGB value. Currently WIP, should be ready soon though.