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Restored install and wip readme
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jonahf committed Jul 19, 2018
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42 changes: 41 additions & 1 deletion INSTALL
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BINARY DISTRIBUTION
-------------------
Simply copy the files from the subdirectories to the relevant subdirectories of your MtoA installation (or somewhere in
the appropriate paths):

For MtoA (in-place install)
- Libraries and MTD files found in the 'bin' directory go somewhere in your ARNOLD_PLUGIN_PATH or in 'shaders' under your MtoA installation directory
- *.py interface templates found in the 'ae' directory go somwhere in your MTOA_TEMPLATES_PATH or in 'scripts/mtoa/ui/ae' under your MtoA installation directory

For MtoA (custom install)
- Extract the package to an CryptomatteArnold folder somewhere on your filesystem.
- Set the ARNOLD_PLUGIN_PATH variable to include {CryptomatteArnold_INSTALL}/bin
- Set the MTOA_TEMPLATES_PATH variable to include {CryptomatteArnold_INSTALL}/ae
- Set the MAYA_CUSTOM_TEMPLATE_PATH variable to include {CryptomatteArnold_INSTALL}/aexml

For C4DtoA
- Libraries and MTD files found in the 'bin' directory go somewhere in your ARNOLD_PLUGIN_PATH or in 'shaders' under your C4DtoA installation directory
- Copy content of C4DtoA directory to your C4DtoA installation directory

For SitoA
- Copy the content of the bin folder to ...\Addons\SItoA\Application\Plugins\bin\nt-x86-64 in windows or ...\Addons\SItoA\Application\Plugins\bin\linux in linux
- That should be enough to at least get the shaders on the Arnold > DLL Shaders menu.
- Copy the SPDLs to ...\Addons\SItoA\Application\spdl
- In Softimage, before you try to use the shaders, generate presets (in the Plug-in Tree, right-click the spdl and click Regenerate Presets)
- In the render tree, you may need to refresh the preset manager to see the shaders.
- If you've already created some instances of the shader and they didn't have the PPGLayout, delete the spdl xsiindex in your $XSI_USERHOME\Application folder and start Softimage again.

For Katana
- Libraries and MTD files found in the 'bin' directory go somewhere in your ARNOLD_PLUGIN_PATH
- Copy the Args directory to the same place as you copy the binaries

For HtoA
- Copy the libraries and .mtd files in the 'bin' directory to HtoA/arnold/plugins or anywhere else in your ARNOLD_PLUGIN_PATH

SOURCE DISTRIBUTION
-------------------
See README.md in the CryptomatteArnold repo.

TEST SUITE
----------
See README.md in the CryptomatteArnold repo.
15 changes: 14 additions & 1 deletion README
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CryptomatteArnold
===============================

# See INSTALL for how to build from source or install from binary
# See README.md for how to build from source and run tests

Contributors
------------

Thanks to
---------

Copyright
---------
40 changes: 39 additions & 1 deletion README.md
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Expand Up @@ -22,12 +22,50 @@ See [changelog.](CHANGELOG.md)

## Developer info

### Building from source

This project uses CMake >= 2.8 to build. It has been tested on Mac OS X >=10.7, Windows 7 with MSVC++2015 and Centos6.5 with gcc4.2.1. On Windows, cmake-gui is recommended.

#### Set ARNOLD_ROOT and (optionally) install directories

In order to set it up to build in your environment you need to tell CMake where Arnold is installed. Specify ARNOLD_ROOT in one of the following ways:
1. Set ARNOLD_ROOT in your environment before running CMake
2. Pass ARNOLD_ROOT to cmake directly as in:
> cmake -DARNOLD_ROOT=<path> ..
3. Create a local.cmake file and set it in there

By default, the shaders will be installed to build/dist. From there you can copy the files to the appropriate paths on your system. If you would like to install directly to a specific path you can set INSTALL_DIR as described for ARNOLD_ROOT above to install to ${INSTALL_DIR}/bin etc. Alternatively setting INSTALL_ROOT instead will install to ${INSTALL_ROOT}/${CM_VERSION}/ai${ARNOLD_VERSION}

On Windows, in cmake-gui, ARNOLD_ROOT and INSTALL_DIR can be set in the UI.

#### Build (Linux and Mac OS X)

Once those variables are set, cd to the top-level CryptomatteArnold directory:
> mkdir build
> cd build
> cmake ..
> make
> make install
#### Build (Windows)

On Windows use CMakeGUI.
1. Set the source directory to where you unpacked the source files
2. Set the build directory to be the same but with "\build" on the end.
3. Click "Configure" and select "Yes" when it asks if you want to create the build directory.
4. Click "Generate". This will create a Visual Studio project file in the build directory which you can use to build the library
5. Open a `Developer Command Prompt for VS2015`
6. cd to the top-level CryptomatteArnold directory
> msbuild build\INSTALL.vcxproj /p:Configuration=Release
### Tests

This repo contains a test suite. Running it requires:

* Python 2.7
* Arnold 5.0.1+
* OpenImageIO (Python)
* Build of AlShaders2 in ARNOLD_PLUGIN_PATH
* Build of CryptomatteArnold in ARNOLD_PLUGIN_PATH

To run the unit and integration tests, cd to the root directory of this repo, and run:

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