Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 28-08-2006 , 07:27 PM
Dann's Avatar
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MR Amb Occ

I need to set an object not to self occlude. According to the docs, this can be done with the "Id_nonself" feature, but I cannot figure out how to use it.

id_nonself works similar to id_inclexcl in that it is an object instance label determining which objects do not self- occlude. Set to 0 it has no effect. Set to a positive integer will prevent any object with that label from occluding other objects with the same label.

What label? Does anyone know how to use this function?

Thanks.
-dann

# 2 28-08-2006 , 07:53 PM
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Nevermind. I found the answer on another site.

1) Select the object and object the transform node in the Attribute editor.

2) Add an attribute.
name: “miLabel” (Yes, it’s case sensitive)
type: Integer
default value: any positive integer

3) Assign a mib_amb_occlusion shader to your objects

4) Set the Id_nonself value to be the same integer as your mislabel

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