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README
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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]