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Maya Domemaster3D Shader Compiling
The latest macOS versions of the Domemaster3D shaders for macOS require 10.9, 10.10, 10.11, or 10.12 due to Xcode compatibility issues. If you wish to run the Domemaster3D shader with on macOS 10.6, 10.7, or 10.8 you need to compile a legacy version of the shader on your own system.
This step-by-step guide should explain everything you need to do to compile a native Maya on macOS version of the Domemaster3D shaders.
You need to start by downloading a copy of Apple's Xcode compiler that will run on your legacy macOS system. The most recent version of Xcode for macOS X 10.6 Snow Leopard users is Xcode 3.2.6
There are two ways to download Xcode from Apple:
A) You can download Xcode from Apple using the Mac App Store for $5.
Or
B) You can register for a (free) Mac Dev Center account and download Xcode by searching for for the keywords "xcode 3.2.6". Note: You have to be logged into the Mac Dev Center for the download to be listed in the search results.
Open terminal and navigate to the directory:
/Applications/Domemaster3D/sources/latlong_stereo/sources/
Tip: If you don't have the latlong_stereo folder on your system you can get the required source code files from the Github releases page by downloading the "Manual Install" version of the Domemaster3D shaders.
Edit the file Makefile.osx
in a programmer's text editor like TextWrangler.
If you are using Maya 2014's mental ray devkit for compiling, you need to un-comment line 16 by removing the # sign from the start of the line:
MAYA_DIR=/Applications/Autodesk/mentalrayForMaya2014
You will then have to add a # sign to line 17 to comment out the currently active Maya 2015 mental ray devkit:
#MAYA_DIR=/Applications/Autodesk/mentalrayForMaya2015
Then run the makefile from the terminal using:
make -f Makefile.osx
This will generate a file with the name "LatLong_Stereo.dylib
" in the same folder.
If this shader compiles correctly on your system, you can do the same steps for the other shaders:
/Applications/Domemaster3D/sources/latlong_lens_sources/
/Applications/Domemaster3D/sources/domeAFL_2013/
When you have the .dylib files compiled, copy them to the following folder (and overwrite the old shader files):
/Applications/Domemaster3D/maya/shaders/
You may have to update the new .dylib file's permissions since you are placing them in the applications folder. The file should be readable by all users and executable.
You should be all set to start rendering immersive content.
If you would like to compile a copy of the "domeAFL_FOV_Stereo
", "domeAFL_FOV
", or "domeAFL_WxH
" shaders, you can repeat the process listed above using the source code stored in the folder:
/Applications/Domemaster3D/sources/domeAFL_2013/sources/