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 30-01-2014 , 04:34 PM
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Join Date: Jan 2014
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How to modify greyscale interpolation ?

Hello,

As I am new to Maya, my vocalbulary is very unprecise I am afraid, so please bear with me.

I am using a python script in order to generate thousands of images of a 3D hand model.

This model is in grey scale and it gets dark when it is close to the camera and light when it is far.

The problem being that the interpolation makes the "farthest" part of the hand too light to be seen.

I need this extrem part to be visible and I don't know how to change it...

Can anyone help me please ? user added image

# 2 30-01-2014 , 05:42 PM
EduSciVis-er
Join Date: Dec 2005
Location: Toronto
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How is the hand being lit? In other words, why is it dark near the camera? The interpolation depends on how this is set up.

# 3 31-01-2014 , 09:29 AM
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Hi stwert,

Thanks for replying !

The light is set by default ("use default light").

As you can see on the images, when the hand is closer to the camera you can easily see the fingertips,
whereas when it is turned towards the ground and the fingers are folded, you can almost not see anything anymore.

Best is that you see it...

Attached Images
# 4 31-01-2014 , 03:56 PM
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Are you attaching a shader, or is this from a rendered depth image? The latter normalizes the depth to display it with the full range of the image's bit depth.


Imagination is more important than knowledge.
# 5 03-02-2014 , 09:55 AM
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yes, that is exactly it, it is from a rendered depth image. And that is whay I was worried about that, it would normalizer the depth, thanks !

So, how can I change this ? How can I unnormalize ?

# 6 03-02-2014 , 04:39 PM
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Try rendering in a format that supports 16 or 32 bit bit depth. exr is probably the best.


Imagination is more important than knowledge.
# 7 05-02-2014 , 10:18 AM
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Join Date: Jan 2014
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I've found a solution:
By changing the range of the surface shader (in hypershade window),.
I increased the max value of depth in the set range attributes and it seems to do the job !

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