Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 61 04-11-2011 , 03:10 PM
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do you have an RGB to scalar node? and a node like a set range that you can set a new min and max output?

EDIT
-----------
sorry have more time to reply now.
I start with my file. plug that into a rgb to scalar node and then into a set range where i redefine a new min and max. This gives you more control over the amount of displacement. plug the set range into the SG of your material. (the mental ray displacement shader bit.)
you need to either have enough geometry or use an approx node. (use the subdiv approximation one, not the displacement one.) set it to spacial and change the subdivisions as you like.
displacement is pretty slow, there is no getting around it really.
let me see if i can do what i'm talking about with standard maya bits and bobs.


Last edited by honestdom; 04-11-2011 at 06:12 PM.
# 62 04-11-2011 , 05:49 PM
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# 63 04-11-2011 , 05:52 PM
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Flap linkage done. Using a normal hinge for now will convert to fowler type linkage towards the end. You can't really see the hinges so I kept them simple.

user added image user added image user added image user added image


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# 64 04-11-2011 , 05:57 PM
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HD: Are you referring to the color mismatch stuff? I will look into those as a way of correcting the color. Although I find if I create two lamberts (or other node) and then pump the ao+surface shader into one and the ao+surface shader+bump into the other then the colors match.

It just generates and pretty long render.


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# 65 04-11-2011 , 06:00 PM
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Okay I think the wing folding mechanics next and then I will turn to the landing gear bay and main gear. Then I will have something that will look pretty much like a complete plane sans cockpit.


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# 66 04-11-2011 , 09:24 PM
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HD: I kind of get the gist. I will have to tinker with it. There is really very little that has been written up on the proper workflow for displacement short of the very basic stuff in the documentation and a couple very basic utube videos.


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# 67 04-11-2011 , 10:30 PM
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# 68 05-11-2011 , 12:36 PM
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What did you do for the occlusion?


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# 69 05-11-2011 , 12:39 PM
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I just plugged it into the ambient colour..................dave




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# 70 05-11-2011 , 12:40 PM
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odd that does not work when used on my aileron part I will post what I get


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# 71 05-11-2011 , 12:57 PM
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Have you got the spread high anought............dave




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# 72 05-11-2011 , 01:02 PM
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Are you putting th occ node into a surface shader and then in the amb color of a lambert or putting th occ node directly into the amb color of the lambert? I get the same result either way.


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# 73 05-11-2011 , 01:03 PM
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I will post the result I am getting but I want to be sure I am doing what you are doing. please grab a shot of your shader network for the part with the bump

I have fiddled with both distance and spread and they have no effect.

It would be helpful to see your shader network for the part with the bump to be sure I am doing the same thing.

It might be another maya 2012 bug, because any way I do it I get the same results. I've plugged a ao node directly into the amb color, and occ + surface shader into the amb color, I've slid the distance to max and beyond, and I have slid the spread for .8 to 2.! I get no occ on the part with the bump


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# 74 05-11-2011 , 01:15 PM
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done...........dave

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# 75 05-11-2011 , 01:18 PM
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Here is what I am getting. I had to crank the distance to 1000 so the aileron would not be bleached white. This makes the part with just the (ao+ss) become very dark. The aileron has a file plugged into bump and the (ao+ss) plugged into the amb color. As you can see I got no ao on the aileron. As you can see by the hinge holes.

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