When moving keyframes around in the curve editor, to avoid them ending up with fragmented numbers:
Select the keyframes, right click--> edit--> move.
in the inputs type :
rint(x)
rint(y)
Wednesday, November 4, 2009
Monday, October 26, 2009
[Maya] Relative Transform
Came across this today when needing to resize a bunch of instanced objects for a particle debris explosion:
Select all the instanced objects
Press R for Scale (or any transformation)
Change the Menu of Input Line Operations dropdown to Relative Transform
Change the scale in the input boxes to the right of the dropdown
-- all the selected objects will transform and stay relative to their original values
Select all the instanced objects
Press R for Scale (or any transformation)
Change the Menu of Input Line Operations dropdown to Relative Transform
Change the scale in the input boxes to the right of the dropdown
-- all the selected objects will transform and stay relative to their original values
Sunday, September 13, 2009
[Maya] Linear Workflow in Maya 2010
______________________________________
Linear Workflow in Maya 2010
______________________________________
1) モニターカリブレーションをsRGB 2.2ガンマに設定
2) Photoshop等でテクスチャーを作る(イメージは2.2ガンマ)
Maya:
3) Mental Ray Render Settings/Quality/FramebufferをGamma 1.0 RGBA (Float) 4X32Bitに設定
4) テクスチャー毎に0.4545GammaCorrectノードを掛ける
5) 色・ライト・マテリアルは0.4545を掛ける
6) プレビューの為に2.2ガンマのレンズシェーダーを掛ける (physical sun, physical sky/mia_exposure_simple)
7) レンダーする前、mia_exposure_simple gamma を1.0に戻す
8) コンポジットはNUKE/AEで 32bit Linear Float with sRGB 2.2 vlut
*Maya 2011にはLWF設定があるので、それを使ったほうが便利。
Research:
https://www.fxphd.com/lounge/showthread.php?t=14855
https://www.fxphd.com/lounge/showthread.php?t=14431&highlight=mental+gamma+vlut
https://www.fxphd.com/lounge/showthread.php?t=2559&highlight=mental+gamma
http://www.djx.com.au/blog/2008/09/13/linear-workflow-and-gamma/
http://www.xsi-blog.com/archives/133
http://mymentalray.com/wiki/index.php/Gamma
http://mymentalray.com/wiki/index.php/Linear_color_space
http://highend3d.com/3dsmax/tutorials/rendering/vray/147.html
http://forums.cgsociety.org/showthread.php?t=305727
http://www.cgsd.com/papers/gamma_intro.html
http://www.gijsdezwart.nl/tutorials.php
http://www.luxology.com/training/video.aspx?id=212
http://www.floze.org/2008/07/six-tuts-on-light-and-shade-part-i.html
http://www.poynton.com/notes/colour_and_gamma/GammaFAQ.html (gamma)
http://www.lightillusion.com/home.htm
http://3dlight.blogspot.com/2008/09/gamma-tools-10.html (Gamma tools)
http://3dlight.blogspot.com/2008/09/linear-workflow-for-maya-mental-ray.html (Linear Workflow)
http://3dlight.blogspot.com/2008/09/linear-workflow-addition-1.html (Linear Workflow)
http://www.farrarfocus.com/ffdd/space.htm
http://forums.cgsociety.org/showthread.php?f=2&t=610790
http://forums.cgsociety.org/showthread.php?f=87&t=713356 (gamma correct)
http://galannicolas.com/mediawiki-1.13.3/index.php?title=Color_Space_101 (colorspace faq)
http://www.3delight.com/en/modules/PunBB/viewtopic.php?id=1210 (tone mapping)
http://www.tokeru.com/t/bin/view/Maya/MayaMentalRay?rev=24#Tutorials_Tips_n_Tricks
http://www.13thmonkey.org/~boris/gammacorrection/ (rec709 gamma)
http://forums.cgsociety.org/showthread.php?f=87&t=713356&page=3&pp=15 (maya linear workflow)
http://forums.cgsociety.org/showthread.php?f=87&t=701702 (mr linear workflow summary)
http://www.floze.org/2008/07/six-tuts-on-light-and-shade-part-i.html (floze gamma tutorials)
http://www.normankoren.com/makingfineprints1A.html#Monitorsetup (monitor calibration)
http://www.4p8.com/eric.brasseur/gamma.html (gamma)
http://forums.cgsociety.org/showthread.php?f=87&t=713356&page=2&pp=15 (mr framebuffer)
http://www.hdrlabs.com/cgi-bin/forum/YaBB.pl?num=1218917875 (hdri + linear workflow)
http://www.hdrlabs.com/cgi-bin/forum/YaBB.pl?num=1224203105 (hdri env mapping)
http://www.3delight.com/en/modules/PunBB/viewtopic.php?id=1210&p=1 (tone mapping after render)
http://forum.mentalimages.com/showthread.php?t=5437 (mr framebuffer)
http://softimage.wiki.softimage.com/index.php/Gamma,_Linear_Color_Space_and_HDR (softimage gamma wiki)
http://forum.mentalimages.com/showthread.php?t=5437 (MR framebuffer vs gamma correct node)
http://forums.cgsociety.org/showthread.php?f=87&t=764761 (maya framebuffer vs gamma correct node)
Linear Workflow in Maya 2010
______________________________________
1) モニターカリブレーションをsRGB 2.2ガンマに設定
2) Photoshop等でテクスチャーを作る(イメージは2.2ガンマ)
Maya:
3) Mental Ray Render Settings/Quality/FramebufferをGamma 1.0 RGBA (Float) 4X32Bitに設定
4) テクスチャー毎に0.4545GammaCorrectノードを掛ける
5) 色・ライト・マテリアルは0.4545を掛ける
6) プレビューの為に2.2ガンマのレンズシェーダーを掛ける (physical sun, physical sky/mia_exposure_simple)
7) レンダーする前、mia_exposure_simple gamma を1.0に戻す
8) コンポジットはNUKE/AEで 32bit Linear Float with sRGB 2.2 vlut
*Maya 2011にはLWF設定があるので、それを使ったほうが便利。
Research:
https://www.fxphd.com/lounge/showthread.php?t=14855
https://www.fxphd.com/lounge/showthread.php?t=14431&highlight=mental+gamma+vlut
https://www.fxphd.com/lounge/showthread.php?t=2559&highlight=mental+gamma
http://www.djx.com.au/blog/2008/09/13/linear-workflow-and-gamma/
http://www.xsi-blog.com/archives/133
http://mymentalray.com/wiki/index.php/Gamma
http://mymentalray.com/wiki/index.php/Linear_color_space
http://highend3d.com/3dsmax/tutorials/rendering/vray/147.html
http://forums.cgsociety.org/showthread.php?t=305727
http://www.cgsd.com/papers/gamma_intro.html
http://www.gijsdezwart.nl/tutorials.php
http://www.luxology.com/training/video.aspx?id=212
http://www.floze.org/2008/07/six-tuts-on-light-and-shade-part-i.html
http://www.poynton.com/notes/colour_and_gamma/GammaFAQ.html (gamma)
http://www.lightillusion.com/home.htm
http://3dlight.blogspot.com/2008/09/gamma-tools-10.html (Gamma tools)
http://3dlight.blogspot.com/2008/09/linear-workflow-for-maya-mental-ray.html (Linear Workflow)
http://3dlight.blogspot.com/2008/09/linear-workflow-addition-1.html (Linear Workflow)
http://www.farrarfocus.com/ffdd/space.htm
http://forums.cgsociety.org/showthread.php?f=2&t=610790
http://forums.cgsociety.org/showthread.php?f=87&t=713356 (gamma correct)
http://galannicolas.com/mediawiki-1.13.3/index.php?title=Color_Space_101 (colorspace faq)
http://www.3delight.com/en/modules/PunBB/viewtopic.php?id=1210 (tone mapping)
http://www.tokeru.com/t/bin/view/Maya/MayaMentalRay?rev=24#Tutorials_Tips_n_Tricks
http://www.13thmonkey.org/~boris/gammacorrection/ (rec709 gamma)
http://forums.cgsociety.org/showthread.php?f=87&t=713356&page=3&pp=15 (maya linear workflow)
http://forums.cgsociety.org/showthread.php?f=87&t=701702 (mr linear workflow summary)
http://www.floze.org/2008/07/six-tuts-on-light-and-shade-part-i.html (floze gamma tutorials)
http://www.normankoren.com/makingfineprints1A.html#Monitorsetup (monitor calibration)
http://www.4p8.com/eric.brasseur/gamma.html (gamma)
http://forums.cgsociety.org/showthread.php?f=87&t=713356&page=2&pp=15 (mr framebuffer)
http://www.hdrlabs.com/cgi-bin/forum/YaBB.pl?num=1218917875 (hdri + linear workflow)
http://www.hdrlabs.com/cgi-bin/forum/YaBB.pl?num=1224203105 (hdri env mapping)
http://www.3delight.com/en/modules/PunBB/viewtopic.php?id=1210&p=1 (tone mapping after render)
http://forum.mentalimages.com/showthread.php?t=5437 (mr framebuffer)
http://softimage.wiki.softimage.com/index.php/Gamma,_Linear_Color_Space_and_HDR (softimage gamma wiki)
http://forum.mentalimages.com/showthread.php?t=5437 (MR framebuffer vs gamma correct node)
http://forums.cgsociety.org/showthread.php?f=87&t=764761 (maya framebuffer vs gamma correct node)
Wednesday, August 26, 2009
[Maya] broken image plane workaround
Sometimes the image plane just stops showing up in the viewports which can be really frustrating. Not exactly sure what causes it, but it seems to happen on cameras with multiple sub groups when using the mia_exposure_simple lens shader.
If adjusting the near/far clip plane doesnt fix it, the camera is probably broken.
Heres a workaround:
1) Create a new camera
2) Copy all settings from old to new camera
3) Constrain point/orient from old to new
4) Bake keys, delete constraints
5) Create a new image plane
6) Lastly add mia_exposure_simple
-- This basically clones the bad cameras attributes onto a working one
If adjusting the near/far clip plane doesnt fix it, the camera is probably broken.
Heres a workaround:
1) Create a new camera
2) Copy all settings from old to new camera
3) Constrain point/orient from old to new
4) Bake keys, delete constraints
5) Create a new image plane
6) Lastly add mia_exposure_simple
-- This basically clones the bad cameras attributes onto a working one
Tuesday, August 25, 2009
[Maya] Mel Script: Node Select
I wrote this for a friend, will have to remember to translate to english later
1. Hypershaderを開いて、Nodeを選択
2. Script Editorを開く(先のCommandが出る)
3. 数字を削除して、Nodeのベース名前だけをコピー
4. 下記のScriptで[Node]の代わりに貼り付ける
select -r `ls -type [Node]`
5. Script EditorからMel ShelfまでMiddleClick+引きずらしたら、Melボタンが出る
例:
ls -st gammaCorrect1
select -r `ls -type gammaCorrect`
結果:
全部のgammaCorrect Nodeが選択になる
1. Hypershaderを開いて、Nodeを選択
2. Script Editorを開く(先のCommandが出る)
3. 数字を削除して、Nodeのベース名前だけをコピー
4. 下記のScriptで[Node]の代わりに貼り付ける
select -r `ls -type [Node]`
5. Script EditorからMel ShelfまでMiddleClick+引きずらしたら、Melボタンが出る
例:
ls -st gammaCorrect1
select -r `ls -type gammaCorrect`
結果:
全部のgammaCorrect Nodeが選択になる
Wednesday, August 19, 2009
Friday, July 17, 2009
[Maya] Render Layers Tip
1) Create multiple Render Layers and assign your objects to them
2) Select a Render Layer
3) In the R.Settings window - hover over an attribute. If an icon appears next to the cursor you can right click and select Create Layer Override.
-- The attribute turns orange and the setting will change only for that particular render layer
2) Select a Render Layer
3) In the R.Settings window - hover over an attribute. If an icon appears next to the cursor you can right click and select Create Layer Override.
-- The attribute turns orange and the setting will change only for that particular render layer
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