![]() The recommended workflow in this case is to use a separate Cryptomatte render element with Node name ID type and mask the instances in compositing. It will produce the same mask for the same sub object for all its instances. If a proxy is instanced in Maya, the Sub object name ID type will not distinguish between the instances. This type produces masks for V-Ray Proxy objects only - regular geometry is not included in this cryptomatte layer. This option works by getting IDs from within the vrayProxy node by creating a mask for each sub-object of the proxy (.abc and. Sub object name – Creates separate mattes for each individual object within a V-Ray Proxy, when the proxy file contains more than one objects. Note: This does not create mattes based on Maya Assets, only file references. Asset (reference scene) name – Creates mattes based on Maya References made within the scene. V-Ray user attribute – Creates mattes with objects that include the V-Ray User Attribute specified in the User attribute name field. Node name with hierarchy – Creates mattes by node names and takes the node hierarchy into account for linked or grouped objects. Material name – Creates mattes based on the materials in the scene. Node name – Creates mattes by node names. ID type – Specifies how the ID mattes are determined. If you have to many large smooth areas they will show up, if you have to small of details they will disappear into them ass and not be visible.Enabled – When enabled, the render element appears in the V-Ray frame buffer.įilename suffix – The text added to the end of the rendered file, when saved as a separate file (e.g. This is going to effect the look of your clouds quite alot. you don't want ONLY either of those you want both. What we want is a big lump shape with small details and large billow details at the same time. Now set your renderer to IPR so we can see real time updates of the displacement changes (make sure to turn on displacement in the Vray RT renderer) and start tweaking the noise parameters and UV mapping settings on your object. ![]() You can fix this by middle mouse clicking and disconnecting the alpha and attaching just one channel of R,G or B to the displacement node.ģ. If you try and use a fractal to drag onto the displacement node by default it will attach the alpha channel out and you won't get any effect. The vray displacement settings will NOT work anymore.) Then you can refine the displacement smoothness and resolution by selecting the object you are displacing There should now be a Displacement Map drop down in the attributes for it. Color balance and turn up the alpha gain setting till you see the displacement. To remedy this select your displacement file node. if you have a large object you may not see your displacement. (REMEMBER MAYA DISPLACEMENT IS BASED ON OBJECT SCALE. Then create a noise node and middle drag it to the displacement node. default click and drag a noise node onto your lambert material and Select displacement. In your hyper shade create a displacement node. Once you have a combined shape that is a single object of spheres apply a lambert material (reason for this is we are going to convert the displacement to polys and you can't do this if it's a vray material)ģ. This actually works amazingly well!!! Then once you have a cloud shape you like simply go to modify>convert fluid to polygons). UPDATE: Another cool way I just discovered to get your base cloud starting shape is to use maya fluids with a texture from my maya fluid clouds tutorial. (If you use the spheres plugin it will generate nurbs and you will have to convert them to polys and then reduce it's poly count before use.
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