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

Light Groups in Arnold 5 (updated)

We have light group AOVs (for Surface shaders) in Arnold 5. Super easy to use. This is how you do it: Create some custom light AOVs (Render Settings -> AOVs -> Add Custom) Name it like this: Use the RGBA_ prefix (or any other built in AOV type like: diffuse_direct_ , sss_indirect_ or anything from the Available AOVs list) and add some custom name to it. … Continue reading Light Groups in Arnold 5 (updated)

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 🙂

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)