Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 16-11-2012 , 05:06 PM
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Is there any way to replicate the Maya shaders black hole?

Is there any way to replicate the Maya shaders black hole using Mia materials? Cause when i use lamberts with black hole it doesn't respect my transparency
maps which causes an odd effect when i do my volumetric fog passes

# 2 16-11-2012 , 06:17 PM
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Could you explain a bit more what you're trying to do and a shot or two of whats happening?


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# 3 16-11-2012 , 11:31 PM
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Sure, here is a picture where i have put a lambert with black hole on all the polys in the scene. And on the leaves i have put the leaf lifes on the transparency node in the lambert. And i get these "cards" instead of them taking the shape of the leaf

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# 4 17-11-2012 , 01:12 AM
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Oh! Well then the mia_mat has a cut out opacity attribute just for stuff like that, it's in the 'advanced' section. Just jam your alpha info into that.


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# 5 17-11-2012 , 01:29 AM
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Ah, yes. But i rendered the fog as a seperate pass meaning that the trees, ground etc needs to be transparent in photoshop which is done by the lambert black hole. And if i use a mia material with cutout opacity then the trees will not get transparent they will just be black (since the only thing one can do in mia as far as i'm aware is to put the color to black)


Last edited by SwatSnipe; 17-11-2012 at 01:37 AM.
# 6 17-11-2012 , 01:32 AM
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To clarify: The beauty pass has cutout opacity on all the leaves and it works perfectly. It's only when i render the fog in a seperate pass that i need to use black hole that has the same cut out opacity

# 7 17-11-2012 , 02:10 AM
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Have you checked out using contribution maps for the pass?


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# 8 17-11-2012 , 03:18 PM
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No, what's that? (I'm a noob) user added image

# 9 19-11-2012 , 01:53 AM
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If you're seeking to add simple fog to the scene then outputting a zdepth pass and using that to apply a fog filter in post would be the easier bet since contribution maps are jibberish user added image.


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