Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 25-05-2003 , 08:49 PM
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Danny's UV tools ROCK!!!

HOLY CRAP!!!

I finally got a chance to start texturing part of my ARGUS ship model, and just watching the UV editor window while the UVLayout script is running was SOOOO fricken COOL!!

Kudos to you and all who worked on it!!!

It has turned what I thought was going to be a month or longer texturing process, into probably about a week!


Israel "Izzy" Long
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# 2 25-05-2003 , 11:57 PM
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Thanks Izzy! Glad to hear you like the scripts. user added image


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# 3 26-05-2003 , 12:32 AM
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I cant get them to work... then again i suck=( not good with mel.. make a tut for me...... Muhahahaha


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# 4 26-05-2003 , 12:49 AM
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Kurt, what's not working with the scripts? If you followed the directions in the readme file, everything should work ok.


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# 5 26-05-2003 , 12:57 AM
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Yeah im just slow heheheh.. im dyslexic, and some times what should be easy gives me trouble=(...


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

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# 6 26-05-2003 , 01:08 AM
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question...

Ok, now that my uv's are laid out almost, (hehe... I said laid, hehe..)
I'm not done yet, but I wanted to ask you now befor I continue to possibly uv myself into a corner that I cant get out of.

Below is a shot of them on my unsmoothed cabin to my ship model. (not quite done tweaking details yet tho.

Eventually, I wanna have the pieces welded together to make one big piece, (like you did on your test character)
..or even a few large pieces, so I can export it to PS, paint it, then import it back to Maya.

I wanted to ask if I'm starting with a LOT of shaders, then I join all the major UV pieces that can be joined, how do I know what shader belongs to the lager, newly joined UV piece(s)?

..so that I can know what shader to put the image onto.

Thanks for any info!

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Israel "Izzy" Long
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# 7 26-05-2003 , 01:26 AM
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Well, it really doesn't matter too much which shaders are on the faces. The vast number of shaders generated by my scripts are simply there for the purposes of projection mapping. Once that is done, you don't need them anymore. What I generally do is assign a completely new shader to the entire shape and just delete all of the now unused colored lamberts. If you need to find out which shader is assigned to a particular face, you can use getMaterial.mel for that.


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# 8 26-05-2003 , 01:45 AM
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DUH!!! my baduser added image

Got ituser added image

Thanks man, and if I have any other q's, I'll either pm ya, or most likely ask you in irc while I'm doin ituser added image


Israel "Izzy" Long
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# 9 26-05-2003 , 08:58 AM
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One last thing...

Your shader tip worked a charmuser added image

However, after spending about 4 hours tweaking uv's, I thought of something. (doh!!)

Um, should I be selecting faces, and running your scripts on my object AFTER smoothing it?
..or before smoothing?

I ask because after doing a uv snapshot of my unsmoothed object uv's, I plopped a test texture in it & saved it out as a tif, then I applied that back to the color slot of my shader, and did a test render, and...

It was garbled a bit?

Just wonderinguser added image


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 10 26-05-2003 , 01:05 PM
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File -> Optimize Scene Size also gets rid of unused render nodes. Be sure to check the options so you don't accidentally delete something important...


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# 11 26-05-2003 , 01:11 PM
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Izzy.. thanks dude its working now=)


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

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# 12 26-05-2003 , 05:28 PM
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NPuser added image


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# 13 26-05-2003 , 10:31 PM
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Originally posted by ragecgi
One last thing...

Your shader tip worked a charmuser added image

However, after spending about 4 hours tweaking uv's, I thought of something. (doh!!)

Um, should I be selecting faces, and running your scripts on my object AFTER smoothing it?
..or before smoothing?

I ask because after doing a uv snapshot of my unsmoothed object uv's, I plopped a test texture in it & saved it out as a tif, then I applied that back to the color slot of my shader, and did a test render, and...

It was garbled a bit?

Just wonderinguser added image

You might want to try deleting the history before smoothing. I've found that when dealing UVs, the history can cause a lot of problems.


Danny Ngan
Animator | Amaze Entertainment
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# 14 27-05-2003 , 02:40 PM
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I ask because after doing a uv snapshot of my unsmoothed object uv's, I plopped a test texture in it & saved it out as a tif, then I applied that back to the color slot of my shader, and did a test render, and...
It was garbled a bit?

ooops, sry, I meant to say that it was garbled AFTER I smoothed it.

Will try the history tip nowuser added image

Thanks!


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 15 28-05-2003 , 04:21 AM
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Well, I think I may have done something wrong, cause it's still doing ituser added image
(SEE PIC BELOW)

I have NO problems starting over, as I have a non-uv'd backup of my model piece, so I was wondering if I should just smooth it first, then just suck-it-up and deal with wading through the high poly/uv count?

Again, sorry for being a pain...

PS - lemme know if I should start posting this in the Texturing section, as this doesn't really have much more to do with your awsome toolsuser added image

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Israel "Izzy" Long
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