Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
Some raineffects for the IRC peep, will post some info bout it later (also when I've made it not hurting to look at)
addendum: darn, can't ever post animations here... it's too big... ah well, I'll post some pictures...
quick overview of what happens... trying to let rain fall from an volume emittor, gain tail length with speed and some transparancy, fall on the ground, splat in a random number and leave a dark area depending on the amount of water there has fallen.... :tired::tired::tired:
I think more Diracks point was the ground becomeing wet looking, and it was being discused on IRC and we wanted to see. Ei wet spots whare the drops hit and adding to it.
But I'm not sure if that is covered in that tutorial. Have to watch that one myself.
Ah there was a tutorial for this >_<.... Well, I'm trying to make the dark spots / wet spots on the ground too, and perhaps some more effects... As you might already know out of my awful copmlaining again and again, my computer sucks so I'm trying to use as little particles as I can for this, to cut back on the render speeds... Also there's colliding so I'm trying to get that as efficiƫnt (and least RAM consuming) as possible.
With the dark spots on the ground, what are you looking for exactly? Something to the effect that if I poured a glass of water on a carpet, a dark spot would gradually seep outwards? Or, are you looking for puddles? What's the context of the rain in the scene? I mean, if it's outside, you're just going to see the rain falling and colliding with the surface, yes?
I had to do something like this once and Alan helped me out big time. Take a look at this file. If you replace the cones with a plane with some sort of "splotch" texture map, it could be rendered as a separate pass and composited to darken those spots.