Randomizing colors/textures with Object ID color 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 colors/textures with Object ID color in Arnold (aiColorJitter)

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

Create True Scale Terrains – Part 2

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 2: Generating a terrain from a texture in WorldMachine After you downloaded the Tiff file … Continue reading Create True Scale Terrains – Part 2

ZBrush exported .ma and .fbx files in Maya

You may noticed when you import a ZBrush exported .ma or .fbx file the Smooth Mesh Preview is turned on by default in Maya for that mesh. That’s not a big problem if you have small or medium resolution meshes, but in many cases this is not “required”. 🙂 Solution for .ma files: Open the .ma file in a text editor Find this line: setAttr “.dsm” 2; //Smooth … Continue reading ZBrush exported .ma and .fbx files in Maya

Arnold 5 is here :)

I’ll try to summarize a few changes (there is a lot) from a practical point of view: New shading system: Base Color (aka Albedo) / Metallic / Roughness workflow The new aiStandardSurface is replacing the aiStandard shader Easy to switch from aiStandard: There is a convert button at the top of the shading Attributes in AE Full energy conversation: The shader automatically do everything for you (for example, if Transmission Weight … Continue reading Arnold 5 is here 🙂