Technical Production Notes
Maya Paint Effects Texture/Shading Moves with Camera
by Administrator on Jul.31, 2009, under Technical Production Notes
(Used as technical notes for my own troubleshooting and others running into the same problem) (scene #170.05, testing LowFlyingCamera, Object strokeDeadWillow1Freaky2_TTH20093))
The issue: When the paint effects are drawn, they look fine from one frame to next with a still camera, but when a moving camera goes by the texture/shading, slides up the tree.
Environment and Assumptions:
- Maya 2009 64Bit
- Rendering in Maya Software
- Production Level Rendering and Anti-Aliasing
Steps and Results:
- Removed shadows - is this a shadow effect (didn’t solve problem)
- Removed texture applied (didn’t solve problem)
- Made Shading> Color 1 and Tube Shading>Color2 same color (didn’t solve problem)
- Conver t to polygons - While this may work and is not a viable workaround for me, it is good to know (problem does not exist on polys)
- Turned Translucence from 0.2 to 0 (didn’t solve problem)
- Set Twist>ForwardTwist=off (didn’t solve problem)
- Twist =.446 –> 0 (didn’t solve problem)
- Twist Rate =0.289 –> 0 (didn’t solve problem)
- Twist Rand =0.421 –> 0.078 (didn’t solve problem)
- Tip Fade = 0.100 –> 0 (didn’t solve problem)
- Shading>Transparency 1= 0 –> about 10% (didn’t solve problem)
- Tube Shading> Tube Transparency 2= 0 –> abuot 20% (didn’t solve problem)
- Tube Shading>Tip Fade=0.1 –> 0 (didn’t solve problem)
- Map Opacity=0 –> 1 (didn’t solve problem)
- Map Method=Full View –> Tube2D (with additional new settings) (SOLVED IT!) A little Blur Mult and Smear is needed as well.
Apparently the full view texture mapping was causing the shader/texture to slide as the camera moved. Why, right now I am not exactly sure…but I will be using other Map Methods.
Mudbox
by Administrator on Jul.07, 2009, under Technical Production Notes
Mudbox allows me to create and refine the organic items in the short such as the character heads, bodies, trees, etc. A fabulous software, that does require some know how despite its user friendly interface. I am useing Mudbox 2009 Service pack 2 64bit on Vista 64.
- Importing texture layers. I created a base head in Maya to start working from in mudbox. In that process, I created strarting color, bump, and spec textures. Note that bump maps and other grey scale textures need to be 8 bit. So, if you are pulling it from Photoshop, make your texture grey scale before exporting for use in Mudbox.
Maya - Using the PSD network (tech note)
by Administrator on Jul.03, 2009, under Technical Production Notes
Using Maya 2009 and Photoshop CS4, I am creating a base face texture for all the characters in the story. Here are my notes:
GENERAL NOTES:
- It is a little unstable: , At one point, Maya no longer recognized the PSD file. Spent hours trying different approaches (tossing special layers, removing extra sub-groups, etc). Eventually, I had to recreate, however, copying the layers from the old PSD to a newly created Maya PSD network proved challenging as Maya would reject half of the layers. A few hours later I rebuild the face texture to where I left off.
- To see how Maya will read the folder, flatten the layers: For the most part, Maya seems to flatten the layers inside each group top down. Once or twice I thought Maya was messing something up as Maya created texture did not match what I was seeing in Photoshop…until I went layer by layer flattening the layers…and then I saw the same thing as Maya.
AVOID:
- Transparent Photoshop layers which have a layer mask. I have noticed some odd interpretations. However, this can be side stepped by placing a white layer underneath, flatten the two layers into one, set the resulting layer as multiply…then you can use a layer mask.