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
I dont get about
"then getting the surface to emit particles which inherit color from the baked texture. "
in the tutors.
how can I set the particles "inherit color from the baked texture."
Add a surface emitter to the surface.
Select the emitted particles and add a per particle color attribute (rgbPP) and a per particle opacity attribute (opacityPP) from the Add Dynamic Attributes section of the Attribute Editor.
Select Window > Hypershade.
If you need to create the texture, do so now. See Rendering for details. You don't need to make the texture a part of a shading group. After you create the texture, make sure it's visible in the Hypershade. Leave the Hypershade displayed on your screen.
In the Outliner, select the emitter; it's indented under the emitting surface object.
Display the Texture Emission Attributes section of the Attribute Editor.
Middle-drag the texture's icon from the Hypershade onto the Particle Color attribute in the Attribute Editor.
Turn on Inherit Color.
When you rewind and play the scene, the particles emit from the texture with the same color and position as the texture. Note that you must turn on Shading > Smooth Shade All to see particle colors in your scene.
Turn on the following attributes as desired:
Inherit Opacity
Gives the particles the texture's transparency using the alpha information-Alpha Gain, Alpha Offset, and Contrast (if present). If you turn on Inherit Opacity, you can use the following attributes:
Use Luminance
Uses the texture's luminance rather than alpha information as the source of transparency.
Invert Opacity
Gives the particles a transparency opposite the texture's transparency, whether from alpha or luminance.
Note:
If you set the opacityPP attribute of the emitted particle with an expression or other technique, the attribute value overrides the above attributes.
Did that help at all?
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS izzylong.com
Hehe, I hope that helped, but keep in mind, my suggestion was verbatum from the (Maya 5) documentation, so make sure to bake your texture obviously (if you so choose) before you do this
Also, as the other mods will attest, esspecially, dave and kevin, SLEEP IS FOR THE WEAK!!!!! hehe, LOL!
Good luck!
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS izzylong.com
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off