Texturing problems!!!

Hi!!!

I’m still having problems seeing my textures in the viewport!!!

I have tried saving my texture map to a really low quality as a friend told me the texture might be too big but I can still only see the texture when I render it out.

I have tried switching from defult to High qulity rendering but maya won’t allow me and says that my graphics card doesn’t support it which I don’t understand as I have used this same computer for texturing countless of times and have never had a problem till now.:confused:

please help!!!

Sarah x

I cant describe this technically

This is something strange i just found out on the mesh that iam trying to build. Pictures describe it better:

first picture: this is one apparently simple vertex linking 3 edges.

second picture: just as i moved it, it appears it wasnt alone

third picture: a whole lot of hidden faces were here. The starting vertex was in fact three vertices in same place.

Worst still, about ALL vertices on this mesh has this problem!!

I really dunno how it happened this way. All i did was to start with a cube primitive, add 1 subdivision, deleted left side faces (i’ll mirror everything later on) and extrude faces.

How can i fix this issue? What is the name of this kind of issue to begin with?

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mv2DToxik Pass alpha clipping blur in NUKE

Ive done a 2d motion pass in MAYA 2009 for use in NUKE and seems to exporting OK except for the alpha.

see here

in Maya, for the 2d blur pass, I did..
– a 32 bit .exr
– motion blur: full, by 1.0, open/close 0.5, quality 1,1,1,1

for the other render layers (beauty, spec, ao..etc) i did not enable motion blur in the render globals.

in NUKE, shuffle copied the vectors out to RGB channels and in vblur , using those channels as uv with forward. alpha set to rgba.alpha.

So why is the blur getting clipped by the alpha?

thanks!

realistic water shader

hello everyone.

i am an fx animator in need of a good maya water shader. i’ve tried creative crash’s water shaders and even tried some glass shaders, but no dice. can anyone help either with a quick tutorial, a link to a tutorial or knowledge of a good shader?

cheers!

Free!! Render Manager for Maya in MAC OSX

Hi, I’m looking for a FREE render manager for Maya. Or maybe someone know another option. I was looking at Rush 102.42a9 but it is not free. And I can´t download fx cluster because the file is down. Please help! :confused:

Rendering problem with Hardware render buffer

Hi guys,

I am facing problem while rendering my MultiStreaks in Hardware Render Buffer. When i render them a frame, its coming perfectly fine with all resp colors and motion blur on it. but when i render a sequence, its coming all red in color and with no motion blur on it. :confused:

Moreover i am unable to render it in Hardware Render.

Please help me out guys.

Simple MEL help.

I’m trying to make a simple script that disables Primary Visibility on the selected objects.
It works fine when I’m only selecting one object but when I select multiple I get this warnig: Cannot convert data of type int[] to type int.

I’m new to MEL so this is probably a really simple problem… I hope.
This is how it looks.

_______________________________________________

string $renderArray[] = `ls -sl`;
string $firstSelectedObject = $renderArray[0];

for ($objects in $renderArray) {

setAttr ($objects + ".primaryVisibility") 0;

}

int $prVis = `getAttr $firstSelectedObject.primaryVisibility`;

if ( $prVis == 0 ) {

print (" Primary Visibility is OFF…");

} else {

print (" Primary Visibility is ON!");

}

Combine Toon shader and normal shaders

Hi folks,

As a creative experience i’d like to use both toon shader and traditional shaders on my character to bring in combo 2D-3D look.

Now i don’t know how to start…

How is that possible? How would you plan such an effect?

Thank you

Sub D UVW mapping workflow question

I recently decided to get my hands dirty for the first time using Sub D’s and am not to far off finishing my first model using this method of modeliing.
However I have noticed that UVW mapping for Sub d’s is somewhat limited when compared to say poly mapping, with sub d’s only having planer and automatic mapping.
Just wondering if there is a best practice method to map sub d meshes?
Use the tools available to you in sub d?
convert to poly’s and the take it from there?
Perhaps even duplicate the sub d mesh then convert this to poly’s, lay out the uv’s and then paste the uvw’s to the sub d mesh?

Or is it a case each to their own on this on one?

Tutorial: Camera Shake in Maya 2009

GreenSODA’s new tutorial! Camera Shake in Maya 2009

Questions and comments welcome!

For tutorial Click Here!

Have ideas for more tutorials? Contact me via GreenSODA

Alex