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 21-08-2012 , 08:01 AM
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Motion blur vector pass and depth-of-field(z) pass doesnt include toon lines

<a href="https://macaboo.com.au/3d/toon-problem.jpg">https://macaboo.com.au/3d/toon-problem.jpg</a>

Hi,
im trying to make a motion blur pass and depth-of-field pass. Using toon lines seems to have problems in it. it doesnt render the toon information. (is there some tick box or setting ive missed?)

The problem as you can see in the jpg link(above), the orange arrow shows how the depth of field pass cuts the toonline on the mountain and has grouped it with the mountain behind it....thus blurring the outline wrong.

i need to know how to include toon lines for the motionblur and depth-of-field pass . so when the object blurs the toon line blurs the same.

Been at this looking in forums and cant find anything on the topic...please help...i will bring great karma in return for help.

cheers

cam

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# 2 21-08-2012 , 09:41 AM
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can you not roto it or use an id pass as a mask?

# 3 29-08-2012 , 09:42 AM
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yeah ive found a combination of things to help now changed some lines to polygons... but the change to polygons shrinks the line slighty...but seems to do the job in some areas, i will mask roto the rest.

ill look more into id passes too..

thanks for the help

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