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Mental Ray Alpha Map get Bitchy: notes!

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 The only other thing that comes to mind is on the Quality tab, at the bottom under Framebuffer, make sure your Data Type is a type of 'RGBA'. If it is just 'RGB', you won't get the alpha channel.(choose 16bit!!!) and also, check "Alpha is luminance"....stupid feature. found some basic along the way, good to have Maya (and mental ray) both regard Black = 0, White = 1.  When applied to a “Transparency” attribute, 0 = no transparency (opaque) and 1 = full transparency.  I would make three separate files in Photoshop - one with the picture of the leaf, one with the leaf filled in completely with black and the background completely white, and the third would be a grayscale image of the leaf against a black background. In Maya, create a file texture node; import the picture of the leaf as the image, and connect it to the color attribute of your shader (I was using a blinn).  In the hypershade, select the file texture node, select “Edit - Duplicate ...

IQ n clarification of different formats

 Just so I wont forget, note from MB class last year 1)VSK's are made from ROM files( range of motions). These are the smaller X2D files that are easy to recognize since they all have the word ROM in them. (ex. JSN_ROM_001 etc). You fill those and calibrate them, and then export them to VSK's with the same exact Rom Name(ex. JSN_ROM_001.vsk) 2) Game moves, or capture files, are basically every OTHER x2D file we captured with actual game moves on them. These captures are easy to find as well since they all have CAP in the file name, and these x2d's are also much bigger than roms in size. (ex. sh001_cap_001_t001, etc) You label and fill these as well but instead of calibrating and exporting as vsk's, you simply export these as c3D files. (Go to File--> Export and make sure in the c3d option box export unlabeled trajectories is on NO) Thats pretty much the two file types, VSK's and C3d's that we export from IQ . Some people got confused when we threw the...

camera mapping tips

http://www.g-3d.com/Newer_AAC_3d_499_Cam_Map.html http://qvolabs.com/otis_cam_proj_mp_01.html http://www.digitalartform.com/archives/2004/11/camera_projecti_1.html http://jon.bandedartists.com/news/camera-projection-tutorial for c4d but worth looking at http://www.3dfluff.com/cameramapping/cameramappingtut.htm

compositing problem in maya2009

http://aloedesign.com/2008/11/compositing-maya-2009-render-passes-with-after-effects/

AO pass+control in maya 2009

great article http://linghaoli.com/blog/?p=86 http://linghaoli.com/blog/?p=99 http://linghaoli.com/blog/?p=117

motion vector pass setup for maya

http://www.impresszio.hu/szabolcs/MentalRay/lm_2dmvMayaFiles.htm http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm http://www.revisionfx.com/support/faqs/motion_vector_FAQs/motion_vectors/#Maya

Maya Bevel fuck surface normal up issue

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so here is the fix..... go to channel to turn of the smoothing angle....a little fucker that by default is turned on for watever reason