Before this project I tried running some tests on a different project, and it wouldn't create the directories but WOULD create the ptex (once I manually created the directories). But with this project, once everything was configured, it created the directories just fine, but now it won't create the ptex files.
I've scoured the internet for solutions: making sure the project is set properly, making sure there are no spaces in my filenames, making sure the project folder is on the desktop, etc etc. But for some odd reason it's refusing to save these maps. Others seem to have had this problem, but their solutions don't work for me.
So if you import say an OBJ, the object will be named objectname:Mesh. You merge the namespace with the root and now the object is simply Mesh. You can bind descriptions and create Ptex maps to this object, however...
...if you duplicate Mesh so that you now have Mesh1, and Mesh1 is your scalp, Xgen doesn't like this for reasons beyond me. It also doesn't like if you import your scalp as an obj into the same scene, say scalpobject:Mesh, then after merging namespace it becomes Mesh1 (because you already have Mesh in the scene).
Hiya, I am having the same issues. I have tried no end of fixes. It has a lambert assigned. I cannot use the 3D paint brush or even plug in density maps painted in other softwares. // Error: XGen: Runtime error while setting up paint tool (C:\Program Files\Autodesk\Maya2022\plug-ins\xgen\scripts\xgenm\ui\widgets\xgExpressionUI.py:971)
If you have a lambert assigned, and you are sure there are no duplicates of the same mesh in the scene that could be annoying Xgen, and you tried saving the textures FIRST on the tool settings and SECOND on the xgen panel, AND it still doesn't work-
...one last thing to check is your UVs. Of course you need UVs to groom, but Xgen will only work with UDIM tile 0001. So if you have more than one tile, or if your geometry has UVs elsewhere, it may not work. Try duplicating your mesh, and transferring the UVs to the first tile and the maps might just save correctly now.
Have done all those solutions...but I am still unable to paint (my mesh does not turn black either which is the first indication that the paint will not work). I still get the 'Part of path does not exist' too no matter how many ways I create or recreate the folders and ptx file.
Anyone have any other possible solutions?
To start I'm currently using Maya 2016 and I'm having an issue with getting XGen to reference into another Maya scene. I can get XGen to reference properly if the geometry that the description is on is not being referenced. But for an animation pipeline we want to be able to reference in the model to a Maya scene then apply the XGen description in the new scene then reference that file into a master or larger scene file, but every time I try this only the model gets referenced without the XGen description. Is this possible? Any help or ideas would be greatly appreciated. Thanks.
As XGen uses a relative project path by default, the xgen files may not be found if you try to load an XGen file in another project. What you can do is use both a relative AND an absolute path and if the first path cannot be resolved, XGen will look to the second path (and so on..)
Yes I'm referencing in the geo then applying XGen to that referenced geometry, then I'm trying to reference that scene into a master file. I have the relative and absolute path set up for XGen. The XGen collection and description show up in the outliner but nothing in the XGen window or viewport only the geo shows in the viewport.
The issue where you save the scene and open it again is down to a tricky bug to track down. It's something to do with building the UI on file load where something doesn't get triggered so the XGen UI does not get rebuilt, but the data is in the scene. It tends not to happen if the XGen UI is open before referencing or loading an XGen scene.
I'll keep that in mind about the UI being open before I try a reference, thanks. I do however have another question for you, is there any reason that I now can't see XGen in RenderMan? We are currently using RenderMan 19. It works fine in the original file but now for whatever reason XGen doesn't show up in the Image Tool when being referenced, but the referenced PxrDisney shader is working.
So I have one more question about referencing XGen. Can you reference XGen into another scene with archives, my process that got XGen referencing working doesn't seem to work with archives, also it keep changing the location of where the project is set to. I feel like just importing the XGen scenes is a much easier way to work without all these headaches.
Speaking of referencing and xgen, I just made eyelashes for a referenced model in the original (non-referenced) scene. Reloading the referenced file in my master scene brings in the character and the eyelashes, but the eyelashes do not move with the eyelids when the character blinks as they do in the original file. But if I create the same eyelashes in the master scene they work fine. Any way to build the eyelashes first so they are useable?
To ensure that V-Ray is there, always start Maya 2015+ normally, check in the Plug-In Manager that the module xgenVRay.py is loaded, and then load/create XGen scenes. Opening scenes by double-clicking on the file will not ensure that V-Ray is registered in the XGen UI
The following images show how instanced primitives look when the base mesh has a low versus a high subdivision. Note how XGen clumps primitives more to the center of each face. This is the same behavior for all kinds of primitives.
Working with XGen and a multitude of primitives can be faster by reducing the percentage of drawn primitives in the viewport through the Percent attribute found in the Preview/Output tab of the XGen window.
Normally, shape nodes have visibility attributes in the Render Stats section, but the XGen patch/description placeholder shapes do not have them visible. To control such visibility flags, use V-Ray Object Properties.
Materials and V-Ray Object Properties may be assigned to descriptions and all primitives for that description will share them; they can also be assigned on a per-patches basis for fine-grained control over primitives on different patches. This means two patches in the same description can use different materials and have separate V-Ray Object Properties.
For example, if you have a description with four patches in it, you can assign a master material to the description and give a specific material to one of the patches, such as in the example shown below:
Assign the description material to the transform node, not to the shape node. Such assignments are hierarchical, meaning they affect the selected node and all its children: the patches are children of the description transform, not the description shape.