Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 24-01-2003 , 02:36 AM
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what are the following max workflow equivalents in maya?

selection sets-object and subobject

material ID

Map Channel

Blend material

whatelse....ill think of other things


:-)
# 2 24-01-2003 , 02:59 AM
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No material IDs (I miss those).

Not sure about the other 2, since I never used them in Max.


Danny Ngan
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# 3 24-01-2003 , 03:10 AM
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i really missed max's material workflows...they are probably the best that i tried

btw....for example i have a noise map in my bump channel...what if i want to delete it or change it to another 2/3d texture...how do i do that?


:-)
# 4 24-01-2003 , 03:35 AM
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I don't like Max's material workflow. It's not very fluid or intuitive.

To remove the noise map, in HyperShade, select the material, graph the material (right click), select the noise map, and delete it. Reassign another texture to the bump channel. Easy as pie. user added image


Danny Ngan
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# 5 24-01-2003 , 07:34 AM
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must be my force of habit :-)

anyway...is ther a material/map browser thing in maya?


:-)
# 6 24-01-2003 , 07:55 AM
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Kind of. In HyperShade, click the Textures tab to see all image files used as texures. You can also use Multilister (Windows | Rendering Editors).


Danny Ngan
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# 7 24-01-2003 , 10:07 AM
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pitbull: if u stick with hypershade and get to know how it works, you will soon learn the servere limitations of Max's material editor

# 8 24-01-2003 , 01:49 PM
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well.... i like the node based mat editor of maya.....


:-)
# 9 24-01-2003 , 06:24 PM
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No need for material ID's either user added image

Darkon


Red bellows of flame have blackened my stones
Convulsing my frame and cracking my bones
Hell's dragons of steel who roar in their chains
Crawl into my caves to suck out my veins.....

-The Mountain P.F.M.
# 10 24-01-2003 , 07:48 PM
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no mateial ID?? material ID is amazing, nice way to work i reckon user added image
map channel is in hypershade, all ur textures and everything is on ur left (almost like max, select the type you want then edit it)
blend is a node in hypershade, its the blend node obviously user added image u can mix together any 2 attributes of any 2 objects, nice stuff


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# 11 24-01-2003 , 08:02 PM
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Actually, material IDs in Max are really only useful in conjunction with Multi-Subobject materials (a single material with several submaterials). Since there are no multi-subobject materials in Maya, material IDs aren't needed.


Danny Ngan
Animator | Amaze Entertainment
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# 12 24-01-2003 , 08:56 PM
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That's why we have switch nodes user added image

Darkon


Red bellows of flame have blackened my stones
Convulsing my frame and cracking my bones
Hell's dragons of steel who roar in their chains
Crawl into my caves to suck out my veins.....

-The Mountain P.F.M.
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