Category: Renderman-Maya-Zbrush-Vray



We often use tileable textures for Asset Texturing and will have to check the tilebale UVS in UV Texture Editor in Maya.

In Maya the default Grid display is only showing (0,1) UV space. In order to display more than just that, in UV Texture Editor, under the View Tab, click on the square box thats next to the Grid option.

By changing the values in the Size tab from the pop up menu, you’ll able to display 0 to 10 UV space.

Below is an image demonstrating how to setup.

Next up is Translating UVs Space.

At times we have to shift UVs from certain UV coordinate to another one without moving it manually. Thats because when a Texture Map is done and its shifted to different coordinate in UV space, the UV has to match the Texture Map accurately. Theres a way in Maya to do it, its actually pretty straight forward.

In the Script Editor, whenever the UVs are shifted it will print this message –

setAttr “polySurface1_polySurface17Shape.uvPivot” -type double2 0.932446 0.49605 ;
polyEditUV -u 0.428196 -v 0 ;

Notice the second line polyEditUV -u 0.428196 -v 0 ; , its actually showing the coordinates of where the UV are shifted in u and v space.

So by editing the values of u and v in the script you can maneuver the UV space accurately according to your preference.

Below are the commands that you can shift the UV in space by Left, Right, Up and Down. And make sure these commands are executed under the Mel Tab in Script Editor.

polyEditUV -u 1 -v 0 ;

polyEditUV -u -1 -v 0 ;

polyEditUV -u 0 -v 1 ;

polyEditUV -u 0 -v -1 ;

Alternatively these commands can be saved as shortcut buttons by highlighting the command and middle mouse drag and drop to your preferable Maya Shelf 🙂

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I find exporting Displacement Map from Zbrush through these steps works for me using ZBrush 4R4.

Once the Displacement Maps are created, they are plug to Displacement Shader of the exported Mesh from Zbrush for Displacement Render.

Hope you find this useful =)

 

 


There are times when CG Artist try to open .ma files from latest ver of Maya to older ver Maya, it doesnt work. There is a trick to solve this problem.

First of all,open the .ma file with a Notepad or a Textpad. In this case Im using Textpad. As you can see there are a chunk of text registered in the .ma which contains all the info of a scene file.

On the very first few line of texts, you’ll notice four lines that contains ”//” with texts. Follow by ”requires maya ”2012”;

All you need to do is to change requires maya ”2012”; to your own preference, for example – requires maya ”2008”; as illustrated in this image.

Then save it,and try open the .ma file with your preferred version Maya. It should work.


As the scene grows more with Multiple Geometry,its tedious to select each Geometry and assign the same Renderman Attribute to it.

However, Pixar Renderman saves the day with their way!

Link to web – Renderman – Shared Geometric Attributes

Basically with this script installed along with Renderman, it helps to make the Artist life more easier.

  1. Set the project destination and open the scene file.
  2. Go to Window > Rendering Editors > RenderMan > Shared Geometric Attributes… or by clicking

    on the RenderMan shelf.

    A small window will open with a few options in it.

  3. Click the Create button.
  4. Select all the pawns in the scene and click Attach.A new node will be created in the Attribute Editor called rmanSettings. This node is what you will add your attributes to, these will then affect the objects attached to this node.
  5. Open the Attribute Editor and navigate to the rmanSettings node. (You can select one of the pawns and the tab should become visible).
  6. With the rmanSettings node selected, go to Attributes > RenderMan > Manage Attributes…
  7. From the drop down select Subdivision Scheme.
  8. Click Render.The pawns all now have the Subdivision scheme attached to them. You can add multiple SGA attributes to objects and have as many attributes as you like in each node.
  9. Select 2 of the pawns and open the SGA window again.
  10. Click Create.
  11. Ensure the 2 pawns are selected and click Attach.
  12. Open the Attribute Editor and navigate to the rmanSettings1 node.
  13. With the rmanSettings node selected go to Attributes > RenderMan > Manage Attributes…
  14. From the drop-down select Camera Visibility.
  15. Open the rmanSettings1 node and uncheck the checkbox next to the Camera Visibility, under the Extra RenderMan Attributes section.
  16. Click Render.Now that we have these easy access groups we can alter the attributes on multiple objects, without the pain for writing scripts.

*Just remember to double check the Geometry is assigned with the Renderman Attribute correctly by

– Selecting the Geometry – Go to Attribute Editor – Locate the Geometry Shape Node – At the bottom *Extra Renderman Attributes* – One should be able to see the Attribute is added correctly.

Credit belongs to Pixar Renderman =)


This short cut key helps the User to toggle Normals on Geometry itself. At times when Geometries are rendered with weird/funny  results, it could be mostly be the Normals on the Geometry has problem.
*The other way to check Normals is to export it as .obj and re-import it*

To setup the Toggle Normal HotKey –

All you need to do is go to Maya – Window – Hotkey Editor – Under Categories – Select ”User”
And click on ”NEW” and paste this script under the ”Command” Box.

Next click on ”Accept” and just a Key to it under ”Assign New Hotkey”

Personally I set it to ”n” according to Zin.

 

string $selGeom[] = `ls -sl`;

for($i = 0; $i < size($selGeom); $i++)
{
string $selShp[] = `listRelatives -s $selGeom[$i]`;
int $normStat = `getAttr ($selShp[0]+”.displayNormal”)`;

if($normStat == 0)
{
setAttr ($selShp[0]+”.displayNormal”) 1;
setAttr ($selShp[0]+”.normalSize”) 0.08;
}
else if($normStat == 1)
{
setAttr ($selShp[0]+”.displayNormal”) 0;
setAttr ($selShp[0]+”.normalSize”) 0.1;
}
}

This Toggle Normal on Geometry script credit belongs to Zin =)

*Ignore the text color*

Isolate Toggle Key


This short cut key helps the User to toggle and Isolate between Geometry individually.
All you need to do is go to Maya – Window – Hotkey Editor – Under Categories – Select ”User”
And click on ”NEW” and paste this script under the ”Command” Box.

string $icam = `getPanel -withFocus`;
int $isolateStat = `isolateSelect -q -s $icam`;

if($isolateStat == 0)
{
enableIsolateSelect $icam 1;
isolateSelect -state 1 $icam;
}
else if($isolateStat == 1)
{
enableIsolateSelect $icam 0;
isolateSelect -state 0 $icam;
}

Next click on ”Accept” and just a Key to it under ”Assign New Hotkey”

Personally I set it to ”i” according to Zin.

This Isolate Toggle script credit belongs to Zin =)

 

*Ignore the text color*