My Doodle for today
Tuesday, January 24, 2012
Saturday, January 21, 2012
Nice Tutorial on dockControl of Windows in Maya
In Maya 2011 there were new dockControl features that can be accessed via MEL script. This is a great link talking about how to send commands to this.
Friday, January 20, 2012
Saturday, January 14, 2012
Friday, January 13, 2012
Thursday, January 12, 2012
Wednesday, January 11, 2012
Monday, January 9, 2012
Friday, January 6, 2012
Background Shader rendering in Mental Ray
Some suggestions on problems with Backround shader.
http://www.digitaltutors.com/forum/showthread.php?16627-use-background-shader-mental-ray-maya-2009
http://www.digitaltutors.com/forum/showthread.php?16627-use-background-shader-mental-ray-maya-2009
Wednesday, January 4, 2012
Final Gather
Final Gather does not need photons. Rays are cast for points at different parts of the scene and sample the colors of the objects the rays hit. The color information is sampled back to the starting point of the ray and then the color information is averaged.
Digital Tutors has a great tutorial on this:
http://www.digitaltutors.com/11/training.php?vid=4339&autoplay=1
MR Rendering a night/evening scene
Nice paper on rendering night scenes.
http://wiki.bk.tudelft.nl/toi-pedia/MR_Rendering_a_night/evening_scene
http://wiki.bk.tudelft.nl/toi-pedia/MR_Rendering_a_night/evening_scene
Tuesday, January 3, 2012
Portal Lights Kick butt
Monday, January 2, 2012
Environment Fog in Mental Ray
How to add an environment fog to a mental ray scene
By default the environment node reside in the Maya software render settings, under render options
Once you create the node, mental ray will respect it in rendering
This tip found at:
http://mayastation.typepad.com/maya-station/2010/03/how-to-add-an-environment-fog-to-a-mental-ray-scene.html
By default the environment node reside in the Maya software render settings, under render options
Once you create the node, mental ray will respect it in rendering
This tip found at:
http://mayastation.typepad.com/maya-station/2010/03/how-to-add-an-environment-fog-to-a-mental-ray-scene.html
Great waterfall simulation
http://area.autodesk.com/blogs/duncan/waterfall_using_fluids_and_nparticles
It is also complimented with this tutorial.
http://www.autodesk.com/us/maya/2011help/index.html?url=./files/WS1a9193826455f5ff-75c1f7c3124f51ccbd1-3c8b.htm,topicNumber=d0e450399
It is also complimented with this tutorial.
http://www.autodesk.com/us/maya/2011help/index.html?url=./files/WS1a9193826455f5ff-75c1f7c3124f51ccbd1-3c8b.htm,topicNumber=d0e450399
A great script at fluid emmissions with particles.
Can't believe it's been just over a year since my last post here. Figured I'd make use of this blog by linking important findings in the Maya world here.
Today I found a script online that lets particles emit fluids on Maya.
I found the script at this address on the Area:
http://area.autodesk.com/forum/autodesk-maya/dynamics/emit-fluids-from-particles/
---------------The Script-----------------------------
// get particle position
float $pos[] = particleShape1.worldPosition;
//find out which fluid voxel is at that position.
vector $voxel = `fluidVoxelInfo -voxel $pos[0] $pos[1] $pos[2] fluid1`;
$vX = $voxel.x;
$vY = $voxel.y;
$vZ = $voxel.z;
//get particle velocity
float $vel[] = particleShape1.worldVelocity;
//emit density and velocity in specified voxel.
setFluidAttr -at “density” -ad -fv 5 -xi $vX -yi $vY -zi $vZ “fluid1”;
setFluidAttr -at “velocity” -ad -vv $vel[0] $vel[1] $vel[2] -xi $vX -yi $vY -zi $vZ “fluid1”;
---------------Result-------------------------
Today I found a script online that lets particles emit fluids on Maya.
I found the script at this address on the Area:
http://area.autodesk.com/forum/autodesk-maya/dynamics/emit-fluids-from-particles/
---------------The Script-----------------------------
// get particle position
float $pos[] = particleShape1.worldPosition;
//find out which fluid voxel is at that position.
vector $voxel = `fluidVoxelInfo -voxel $pos[0] $pos[1] $pos[2] fluid1`;
$vX = $voxel.x;
$vY = $voxel.y;
$vZ = $voxel.z;
//get particle velocity
float $vel[] = particleShape1.worldVelocity;
//emit density and velocity in specified voxel.
setFluidAttr -at “density” -ad -fv 5 -xi $vX -yi $vY -zi $vZ “fluid1”;
setFluidAttr -at “velocity” -ad -vv $vel[0] $vel[1] $vel[2] -xi $vX -yi $vY -zi $vZ “fluid1”;
---------------Result-------------------------
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