Multi tile Uv texture -> just use one filetexture node then in the filename insert <UVTILE> and Vray will change it with the corresponding UV coordonate.
ex : path\color_<UVTILE>.jpg -> path\color_u1_v1.jpg
More info on the help
6/27/15
6/24/15
MAYA _ nHair
To create nHair from custom curves :
- create guide curve
- select curve then nhair -> assign hair system
- select mesh then nhair -> create hair (optionbox choose the hairsytem)
To display the guidecurve after just uncheck intermediateobject in the attribute editor of their shape
- create guide curve
- select curve then nhair -> assign hair system
- select mesh then nhair -> create hair (optionbox choose the hairsytem)
To display the guidecurve after just uncheck intermediateobject in the attribute editor of their shape
6/19/15
MAYA 2016 _ new / tips
modeling :
holding ctrl Key + moving componenent : move along normal
multicut Tool : holding Ctrl+Shift : 90 degree cut / hloding shift : percent display
edit pivot + clic sur component : snap and align pivot
After creating a polygon primitive, you must activate the Show Manipulator Tool (Hotkey: T) before the In-View Editor appears.
Ctrl + 1 : toggle isolate
Alt + D : deselect
settings/preference :
animation -> evaluation parralel and check GPU Override (faster for vertex animation/ skin)
display -> material loading Mode -> Parallel to avoid lag at scene opening when lot of shader
color management -> input color space rule : for texture color space, also check in attribute editor for file node to chose individual colorspace
single blendshape deformer:
create blendshape deformer on one mesh then windows - animation editor - blendshape, add new target clic on edit then edit the mesh uncheck edit and repeat to create blendshape directly on mesh.
dR_setActiveTransformAxis 3; // reset current manipulator handle to 3 axis
outlinerEditor -edit -expandAllItems 0 outlinerPanel1; // collapse all in docked outliner
holding ctrl Key + moving componenent : move along normal
multicut Tool : holding Ctrl+Shift : 90 degree cut / hloding shift : percent display
edit pivot + clic sur component : snap and align pivot
After creating a polygon primitive, you must activate the Show Manipulator Tool (Hotkey: T) before the In-View Editor appears.
Ctrl + 1 : toggle isolate
Alt + D : deselect
settings/preference :
animation -> evaluation parralel and check GPU Override (faster for vertex animation/ skin)
display -> material loading Mode -> Parallel to avoid lag at scene opening when lot of shader
color management -> input color space rule : for texture color space, also check in attribute editor for file node to chose individual colorspace
single blendshape deformer:
create blendshape deformer on one mesh then windows - animation editor - blendshape, add new target clic on edit then edit the mesh uncheck edit and repeat to create blendshape directly on mesh.
dR_setActiveTransformAxis 3; // reset current manipulator handle to 3 axis
outlinerEditor -edit -expandAllItems 0 outlinerPanel1; // collapse all in docked outliner
6/9/15
NUKE / PYTHON _ copy text from .txt file and paste into the DAG
create a .txt file containing a nuke group or nodes (copy from nuke and paste as a text) then use this function in nuke to create a node from it
import nuke from PySide import QtGui def FromTxtToNukeNode(): with open ("O:/_WORK/.../textfile.txt", "r") as myfile: data=myfile.read() #get the text in the .txt file as a string variable QtGui.QApplication.clipboard().setText(data) # set to clipboard nuke.nodePaste("%clipboard%") # paste into nuke DAG
6/3/15
NUKE _ rotate normal
set cut_paste_input [stack 0]
version 8.0 v5
push $cut_paste_input
Expression {
temp_name0 expA
temp_expr0 r*v1+g*v2
temp_name1 expB
temp_expr1 (1-r)*v1+g*v2
temp_name2 expC
temp_expr2 (1-r)*v1+(1-g)*v2
temp_name3 expD
temp_expr3 r*v1+(1-g)*v2
channel0 rgba
expr0 "\[\nif \{\[value val]<=1\} \{return expA\} else \{\nif \{\[value val]<=2\} \{return expB\} else \{\nif \{\[value val]<=3\} \{return expC\} else \{\nif \{\[value val]<=4\} \{return expD\}\n\}\}\}\n]"
name Exp_rot_Normal
tile_color 0x73168eff
gl_color 0xffffffff
label "_\n"
note_font "Verdana Bold"
note_font_color 0x1a131cff
selected true
xpos 142
ypos -215
addUserKnob {20 control}
addUserKnob {7 val l valeur R 0 4}
addUserKnob {7 v1}
v1 {{"\[\nif \{\[value val]<=1\} \{return 1-val\} else \{\nif \{\[value val]<=2\} \{return val-1\} else \{\nif \{\[value val]<=3\} \{return 3-val\} else \{\nif \{\[value val]<=4\} \{return val-3\}\n\}\}\}\n]"}}
addUserKnob {7 v2}
v2 {{"\[\nif \{\[value val]<=1\} \{return val\} else \{\nif \{\[value val]<=2\} \{return 2-val\} else \{\nif \{\[value val]<=3\} \{return val-2\} else \{\nif \{\[value val]<=4\} \{return 4-val\}\n\}\}\}\n]"}}
}
version 8.0 v5
push $cut_paste_input
Expression {
temp_name0 expA
temp_expr0 r*v1+g*v2
temp_name1 expB
temp_expr1 (1-r)*v1+g*v2
temp_name2 expC
temp_expr2 (1-r)*v1+(1-g)*v2
temp_name3 expD
temp_expr3 r*v1+(1-g)*v2
channel0 rgba
expr0 "\[\nif \{\[value val]<=1\} \{return expA\} else \{\nif \{\[value val]<=2\} \{return expB\} else \{\nif \{\[value val]<=3\} \{return expC\} else \{\nif \{\[value val]<=4\} \{return expD\}\n\}\}\}\n]"
name Exp_rot_Normal
tile_color 0x73168eff
gl_color 0xffffffff
label "_\n"
note_font "Verdana Bold"
note_font_color 0x1a131cff
selected true
xpos 142
ypos -215
addUserKnob {20 control}
addUserKnob {7 val l valeur R 0 4}
addUserKnob {7 v1}
v1 {{"\[\nif \{\[value val]<=1\} \{return 1-val\} else \{\nif \{\[value val]<=2\} \{return val-1\} else \{\nif \{\[value val]<=3\} \{return 3-val\} else \{\nif \{\[value val]<=4\} \{return val-3\}\n\}\}\}\n]"}}
addUserKnob {7 v2}
v2 {{"\[\nif \{\[value val]<=1\} \{return val\} else \{\nif \{\[value val]<=2\} \{return 2-val\} else \{\nif \{\[value val]<=3\} \{return val-2\} else \{\nif \{\[value val]<=4\} \{return 4-val\}\n\}\}\}\n]"}}
}
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