Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 16 22-02-2006 , 11:21 AM
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Originally posted by MattTheMan
As for Y+ being up: thats mathmatically WRONG. Z+ being up is right.

Ehm... Why? Ever worked with graphs with only two axis'? Which way does the Y axis point there? Or aren't you that far in school yet (j/k) user added image


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# 17 22-02-2006 , 09:47 PM
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yes, but after you go from 2d to 3d, the x and y axis that were the 2d axises are lying as a base plane, and the third axis z being up and down.

Sorry to dissapoint you

https://electron9.phys.utk.edu/vectors/3dcoordinates.htm

and about 20 other sites, all picked going down the row in Google had the same thing. What a coincidence, eh?

Sorry but I hate being wrong! :p


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# 18 26-02-2006 , 08:59 PM
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Yeah that's some coincidence! user added image

Well guess you're right then... I was just always told that z was depth...


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# 19 26-02-2006 , 09:36 PM
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Niether Y-up nor Z-up is mathematically wrong, but the Z-up is more generally used. The y-up cartesian system is used widely amongst animators/3D artists, due to the natural transition of evolving from the 2D X/Y to include moving away from the camera - which is Z (as in Z depth). The Z-up system is used mainly by designers and 2D people , who prefer to keep the X/Y on the plane (as this is how their drawings will lie).

Maya uses the Y-up system as default, but it can be changed to Z-up if desired.


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# 20 26-02-2006 , 09:47 PM
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so ther we go-blomkaal, we both win

lol, I made such a big issue of such a small thing


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# 21 27-02-2006 , 10:20 AM
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You didn't make a big issue, MattTheMan, stuff like that is always cool to know, as it is a basis of how things like Maya work. I think its quite interesting.

LisaG


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# 22 27-02-2006 , 01:09 PM
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I agree with you Lisa

# 23 03-03-2006 , 01:58 PM
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I'm graduated in Mathematics, and I must to say: Yes, Z axis is always pointing up. X and Y lie on the "ground" plane. When I started to work with Maya, I found very strange the axis orientation in there. But it's not that could confuse you. Just keep in mind what's the current orientation, and let go to work. About Max and Maya, I've never used Max, but I have no reason to believe it is inferior to Maya. Max is older than Maya, has more users than Maya, and problably is such a great software than Maya. All is a question of personal choice. And Maya complete is cheaper than Max!

# 24 03-03-2006 , 07:11 PM
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Max vs Maya???

Maya's program arhitecture is just far more efficient and once you get used to it theres no way you'll turn back to Max.

I love Maya's UI and for me its better then Max's, I know because I've been Max user.

Maya is more fluidal, it can fill every gap unlike the Max wich gots great tools and ease of use but...still...all these plugins...

and MEL...I'll take programming course this summer just to get more in deapth within the MEL and API.


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# 25 03-03-2006 , 09:16 PM
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What about portability of the models?

Like using the models in other programs.


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# 26 03-03-2006 , 09:29 PM
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Max and Maya have high quality .OBJ file exporters, but with Max, you can specify the file size, and the compression (and the compromized quality to go with it :p)

Anyway, I think Max is more portable than Maya.

later,
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# 27 03-03-2006 , 11:35 PM
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That's what I though, I had a real problem a little while back.

He wanted some models for his VJing program but it would only really take max 3ds files.


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# 28 04-03-2006 , 05:34 AM
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yeah- do I have to say that .3ds is almost as much excepted as .OBJ?


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