These days I often render using Octane for Maya, and I believe the default Color Management settings in Maya 2016 adds a double gamma correction to your renders (i.e. Octane already has linear workflow built in to its system and enabling Color Management in your render view adds another gamma 2.2 curve to your render). I’m not entirely sure though so please correct me if I’m wrong.
If you find yourself needing to disable Color Management by default too, here’s a solution I found from the forums:
- Locate the InitializeNewScene.mel file inside C:\Program Files\Autodesk\Maya2016\scripts
- Edit it in wordpad and add in colorManagementPrefs -edit -cmEnabled 0; to the second last line, just before the curly close bracket.
This should disable Color Management by default for every new scene you create.
I always worked in PAL 25fps in Maya and for the longest of time I’ve always needed to open up the preferences and change the time from 24 to 25fps for every new scene (it resets every time and somehow things like adding in custom commands to the userSetup.mel also didn’t work out for me).
Just found out that the answer is right before my eyes.
Simply click on the option box next to File>New Scene □ and you can change the time (fps) to your required format and Maya will remember your setting and use it for subsequent new scenes! Tada~ :D
It has been long since I last updated my reel so here’s a new reel with my latest publishable works :)
00:00–00:07 // Worked on entire shot.
00:08–00:14 // Production Lead. Modeled and rigged the Janitor. Textured the environment. All lighting & rendering.
00:15–00:18 // Modeled environment. Modeled and rigged children characters.Dynamics & cloth simulation. Lighting & rendering.
00:19–00:22 // Everything except characters’ animation.
00:23–00:24 // Setup the rig for unfolding mechanism.
00:25–00:34 // Everything except characters’ animation.
00:35–00:37 // Worked on entire shot.
00:38–00:49 // All 3D elements.
00:40–00:41 // Petals animation. Lighting & rendering.
00:42–00:43 // Worked on entire shot.
00:44–00:56 // Everything except compositing and motion graphics.
00:57–01:00 // Worked on entire shot.
Just discovered that you can actually do reflection-linking in Vray (something like light-linking).
For example, you do not want object B to be visible in the reflections of object A, but you would still like object B to be visible in the reflections of other objects. (it seems really specific but yes, there are times when I find myself having to do that)
So I noticed that for Vray 3, there’s a new ‘Exclude List‘ section under the vrayobjectproperties attributes, but couldn’t find any documentation on how exactly to use it. This is the only article I can find on its usage. It’s in chinese but there are lots of pictures to help :)
To do something like in the example above:
(1) Add a vrayobjectproperties node to object A
(2) In attributes editor, scroll down to the end and check the ‘Use Reflection Exclude List‘. Notice that the Reflection Exclude is now connected and a new ‘vrayRelectionExcludeList‘ node appears in the outliner
(3) MMB drag and drop object B onto the ‘vrayRelectionExcludeList’
Yep it is simple as that. You could do the same for refractions as well (I haven’t try that yet though).
Finally found a solution to a problem that has plagued me for ages. When transferring UVs from an updated model onto an existing skinned model (using Mesh > Transfer attributes), a transferAttibutes node is created in the Inputs, and it can’t be deleted using Delete > Non-deformer History. The only way to remove it is to delete all the history, but that means my skinCluster node will be deleted as well. If the transferAttributes node remains in the Inputs, I wouldn’t be able to delete the source model where the UVs was transferred from.
I think there are some maya scripts out there that can solve this issue, but here’s a good tutorial from Zeth Willie that explains why that issue happens and how to solve it.
In summary, when you smooth bind your mesh, an xxxOrig node is created, which tells Maya what is the original shape of your mesh, so that it knows what is the shape to return to. To transfer UVs cleanly, we have to transfer it to the hidden xxxOrig mesh instead.
(1) Look for the xxxOrig shape node in the attributes editor or show shapes in Outliner (it will be under your skinned mesh)
(2) Uncheck ‘intermediate object‘ under the Object Display section (it will show up in your viewport & UV texture editor)
(3) Select source model, shift select xxxOrig shape node, transfer attributes
(4) Delete history on the xxxOrig shape node and check ‘intermediate object‘ again
And you now have the new UVs on your skinned mesh without the transferAttributes history node. The source model can then be deleted.
A quick expression when you need an attribute to be animated randomly … something like the wiggle expression in after effects:
pCube1.translateX = noise(time*x)*y;
Replace x and y with suitable numbers
x is the frequency, and y is the amplitude
Part 2 of my blendshape tips posts – This is from a very useful tutorial from Jennifer Conley on the proper workflow to create blendshapes using only a portion of the geometry. For example, when your character is made up of just 1 piece of geomety, you might want to separate the head from the body and just create blendshapes for the head only.
Check out the tutorial for a good explanation on the workflow and the reason you have to do it that way.
To summarize the steps:
* Before you start, it would be good to duplicate the geometry and keep one as backup
1) Select the edge loop where you want to separate the geometry, go to Edit Mesh > Detach Components. Then Separate the geometry.
2) Select the head geometry and duplicate (This will be your blendshape target). You can duplicate multiple copies from it, but just remember to keep 1 copy untouched so that you can always duplicate more from it when needed.
3) Select the head, then the body (*NOTE: the order is very important here*) and Combine the geometry. Merges the vertices (where it was separated perviously) and also soften the edge so that it looks the same as before. Then delete history.
4) Select your blendshapes, select the combined geometry, create blendshapes with ‘Check topology‘ off, and deformation order at ‘Front of Chain‘.
And you are done :)
*Remember to check that your blendshapes are working correctly first before you go on to sculpting them. This method is a bit more tricky and things can go wrong easily if you miss a step or two.