Create True Scale Terrains – Part 1

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 1: Download elevation data as an image, preparations (editing) You can download data as images (16 … Continue reading Create True Scale Terrains – Part 1

Instancer Viewport 2.0 problem (update)

If you using MASH via an instancer node and of course change the LOD to BoundingBoxes for better viewport performance, the instancer is not show all the objects in Viewport 2.0. The solutions are: Using Viewport 2.0 you have to change the Cycle type to Sequential in the Instancer node. Of course this is not ideal. Always learning. 🙂 Strangely, if you change to Legacy Default … Continue reading Instancer Viewport 2.0 problem (update)

Texturing Fur and Hair (XGen Interactive Groom and Arnold)

This is a short guide how to use textures with Maya’s new Interactive Grooming system. Super easy. 🙂 First you need some hair or fur of course Change the Workspace to XGen – Interactive Groom Select a mesh or some polygon Add a description to it (Create -> Interactive Groom Spline -> Click Create) Adjust the basic attributes in the main (xgmSplineDescription, xgmSplineBase and xgmModifierScale) nodes Use the brushes to … Continue reading Texturing Fur and Hair (XGen Interactive Groom and Arnold)

Colors in Hypershade

Sometimes it’s hard to see the connections in Hypershade. Than you think, “I just change the background color a bit”. Well, you can’t change it the obvious way (which is Windows->Settings/Preferences->Color Settings->Hypergraph/Hypershade) because it’s not there anymore. 🙂 When Autodesk created the current version of the Hypershade (since Maya 2016) they forget to rename the categories. Basically the Hypershade is built from the Node Editor. So you can … Continue reading Colors in Hypershade

Issues with Arnold 1.4.2.1, Maya 2017 Update 3

Hrrr… After the latest bug fix update (1.4.2.1) the main problem still exists. (And there are some strange bugs (?) as well, mainly render view performance issues.) Some work on a scene. Start Arnold’s render view Crash Start Arnold’s render view Crash Start Arnold’s render view Crash Start Arnold’s render view Crash There are two solution for this. Start a new scene, start Arnold’s render … Continue reading Issues with Arnold 1.4.2.1, Maya 2017 Update 3

Arnold Physical Sky: the missing part :)

Hi there, With Maya 2017 Update 3 comes with the latest Arnold update as well. Form now on when you click the Create Physical Sky icon Maya creates the necessary nodes and make the connections. Well, almost. Maybe it’s intentional but the PhysicalSky node is not connected as Background. You need to add one more line to the existing code. Right click on the Create Physical Sky icon … Continue reading Arnold Physical Sky: the missing part 🙂

Parametric-Organic Design

Useful/Great/Cool Scripts for Maya

Hi there, Here are my favorite scripts 🙂 Bonus Tools: it is not a single script but the most important Plug-in for Maya SOuP: Maya without limits (all right not quite, but a useful plug-in pack) Rename (MEL) Rod Green’s script for complex renaming tasks (really great) Delete Turtle (MEL) A simple script which removes the unwanted Turtle nodes lockNode -l off TurtleDefaultBakeLayer; delete TurtleDefaultBakeLayer; Auto … Continue reading Useful/Great/Cool Scripts for Maya