Redshift and UDIM

This is super easy. You can use Maya’s UDIM system (turn on UDIM in the File nodes: UV Tiling Mode -> UDIM). Unfortunately there is no UDIM option in Redshift’s custom normal map node (RedshiftNromalMap), but you can still use the <UDIM> naming convention by typing it manually. After you linked the first image just change the number to <UDIM>. That’s all. Cheers, D Useful … Continue reading Redshift and UDIM

Useful/Great Scripts for Maya – part 2

Hi there, Here are a few scripts I use in production: File TextureManager by Feng (Mark) YE Tip: The Browse feature is broken. Maybe I’ll fix it later. Multiple Connection Editor (MEL) by Jim Collins Interactive Boolean Tool (MEL) by Sean Puller Random Object Selection (MEL) by Jordi Fernandez Mora Select Similar (MEL) by Hesham Eissa Multi-Transfer Attribute (python) by Nestor Prado Tips: The indentation is important! Not just for … Continue reading Useful/Great Scripts for Maya – part 2

Maya Bullet tip – Collisions with Pre-animated Objects

Hi There, Here is a little tip, how to simulate collisions with pre-animated objects using the Bullet simulation system in Maya: Duplicate your already animated object. You may need to create a bit different (optimized) version of it, or you can create a collision object from scratch (maybe multiple objects, depends on the complexity of the original object). Convert the new object (or objects) to … Continue reading Maya Bullet tip – Collisions with Pre-animated Objects

Randomizing color(texture) tint or values with Object ID in Arnold (aiColorJitter)

The title is a bit complicated (If you have a better one just tell me 🙂 ), but this is super simple in Maya with Arnold 5. While using MASH with the Instancer geometry type you don’t have access to MASH’s Color node, but you do want to randomize the colors (and other attributes) of the instanced objects. There is a simple way to do … Continue reading Randomizing color(texture) tint or values with Object ID in Arnold (aiColorJitter)

Global adjustments in Substance Painter

Hi there, There is a simple way to create global adjustment layers in Substance Painter (which effect the full layer stack). Usually I use it to modify the strength of the Height and the Normal channel, or as an adjustment for the Metallic channel (for example to clamp the metallic value at 0.95). You can easily use it as a Smart Material as well (you don’t … Continue reading Global adjustments in Substance Painter

Displacement preview 8 bit vs 16 bit, rgb vs grayscale, color profiles

Displacement preview inconsistency in Maya’s Viewport 2.0 (Maya 2017 Update 3). If you connect a 16 bit/channel grayscale image as displacement you’ll get a correct preview. The preview and the render will be identical. If you connect a 16 bit/channel RGB image as displacement you can get a correct preview, but an incorrect result if you converted the image in Photoshop, with the default Color … Continue reading Displacement preview 8 bit vs 16 bit, rgb vs grayscale, color profiles

Create True Scale Terrains – Part 3

The entire workflow: Part 1: Download elevation data as an image, preparations (editing) Part 2: Generate a terrain from texture (WorldMachine) Part 3: Modify the terrain in WorldMachine Part 4: Generate the additional textures from the modified terrain in Substance Painter/Substance Designer Part 5: Create the scene in Maya/Arnold Part 3: Modify the terrain in WorldMachine It’s really good to start with a realistic (true … Continue reading Create True Scale Terrains – Part 3