--
You received this message because you are subscribed to the Google Groups "maya_he3d" group.
To unsubscribe from this group and stop receiving emails from it, send an email to maya_he3d+...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
Hi Sid
The Deformer does not write exr maps. The shaders for Arnold and Mental do. There is also a shell/terminal application that will write them out too.
Usually you make a Deformer scene, play with settings and once you are okay with the Deformer, you just copy over all the settings into the shader or the shell command. The only parameter to change is the resolution, which you increase.
Please add me to the list. However, I am in Bournemouth today so will be unable to reply immediately.
I really need to add Maya docs.
--
--You received this message because you are subscribed to a topic in the Google Groups "maya_he3d" group.
To unsubscribe from this topic, visit https://groups.google.com/d/topic/maya_he3d/FywD3jie2ss/unsubscribe.
To unsubscribe from this group and all its topics, send an email to maya_he3d+...@googlegroups.com.
Hi Ryan
Sorry you are having trouble hooking up the displacement shader. I should have added a sample scene.
You need to connect aaocean shader to a vector displacement shader in mtoa. I believe mtoa ships with one. That vector displacement shader then connects to the shading group. I will send a screenshot when I get home.
You need to set up the vector displacement shader to use signed encoding
Amaan
You received this message because you are subscribed to the Google Groups "maya_he3d" group.
To unsubscribe from this group and stop receiving emails from it, send an email to maya_he3d+...@googlegroups.com.
Hi Amaan, I was trying to plug the aaOceanDataShader into a Mental Ray shading group for Mental Ray...does the data shader need to be connected to anything to bake outputs?
Am 11.12.2014 um 21:05 schrieb Amaan Akram:
Hi Ryan
Sorry you are having trouble hooking up the displacement shader. I should have added a sample scene.
You need to connect aaocean shader to a vector displacement shader in mtoa. I believe mtoa ships with one. That vector displacement shader then connects to the shading group. I will send a screenshot when I get home.
You need to set up the vector displacement shader to use signed encoding
Amaan
On 11 Dec 2014 19:49, "ryan harrington" <ryanowenh...@gmail.com> wrote:
Hi Amaan,--
I'd love to have sorted this out and given better feedback but we have hundreds of shots delivering on Christmas eve and there is a lot to do. Another artist set up a more hacky layered texture method and it's looking like it'll do what we need for now.I'm still interested to know how you plug in the displacement to a Shading Group? didn't work for me so far.
There is talk of another episode and that will likely involve a fair bit more water, barring that, I'd like to get it working for a personal project, so I'll pick it up again.
It looks like a great implementation, and the deformer is super fast.Thanks for making yourself available.
Ryan
You received this message because you are subscribed to a topic in the Google Groups "maya_he3d" group.
To unsubscribe from this topic, visit https://groups.google.com/d/topic/maya_he3d/FywD3jie2ss/unsubscribe.
To unsubscribe from this group and all its topics, send an email to maya_he3d+unsubscribe@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to the Google Groups "maya_he3d" group.
To unsubscribe from this group and stop receiving emails from it, send an email to maya_he3d+unsubscribe@googlegroups.com.
To unsubscribe from this group and all its topics, send an email to maya_he3d+...@googlegroups.com.