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 14-09-2011 , 05:26 PM
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Fur Issues

So I'm working on making a (American) football field. I'm using Fur to make the actual grass part of the field. What I've done, is made an image, with all the lines, logos, etc on it, and baked it into the base color, and tip color in the fur attribues. Everything looks great, except I get random spots where the grass is completely missing (see attached picture). Any idea what causes this to happen? It's bad enough it takes almost 5 min to render it all out (stupid Maya and Fur being so complex)...

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# 2 14-09-2011 , 05:47 PM
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Possible UV problem, whats it look like in maya software render...........dave




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# 3 14-09-2011 , 06:07 PM
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That is Maya Software render Dave. Sometimes when rendered though, depending on the angle of the camera, I dont get this issue. I wonder if it's because the fur isnt long enough?


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# 4 14-09-2011 , 06:46 PM
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Not mental ray the other render option maya software should be faster. How meny hair systems have you got, on a closer look it looks like some long clumps of grass.............dave




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# 5 14-09-2011 , 08:07 PM
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Two fur systems. One for the field itself (image based), and one for the surrounding area. And that is rendered with Maya Software, so I'm not quite sure what you're talking about with mental ray...? Unless you mean Maya Hardware?


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# 6 14-09-2011 , 08:13 PM
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Sorry I thought you were rendering with mental ray............dave




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# 7 15-09-2011 , 01:01 AM
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Are your UV's overlapped or folding onto themselves?


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# 8 15-09-2011 , 01:06 PM
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I haven't checked my UV's, but I assume they are fine, because it's just a simple polygon plane that's been scaled up. What I dont get, is that sometimes it renders fine. No missing fur or anythng. Other times, I get patches that are missing... I'm stumped...


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# 9 15-09-2011 , 03:23 PM
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brid

my first thoughts are its a uv problem, but there were two other things that came to mind. Fur is comped by maya after the render so it could be an issue there because you hav geo in the render, render it without the other geo and see what happens. the other thought too, you can map the color to the fur using a switch node so you only use one description. I did a long time ago for something.

hope this helps

Jay

# 10 16-09-2011 , 01:34 PM
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Jay, so just render the planes with the fur on them and see how it comes out? I'll give it a shot and see what I get. Also, can you explain more about this switch node? Will it decrese render time, compared to having both the base and tip color baked with an image (.psd node to be exact). Thanks for the help thus far, though. user added image


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# 11 16-09-2011 , 02:00 PM
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Brid

Ahhh!!! It wasnt the switch node, it was map item which has a switch node look to it. Anyway I found the info for you, this was the one I recalled

https://www.infinitevision.de/blog/ma...ibute_map.html

hope it works for you....and yes turn off the geo that doesnt have fur....

Jay

# 12 19-09-2011 , 02:12 PM
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Ok, so I turned off all other geometry, and I still get the issue. I haven't tried the switch node-map thing yet, though...


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# 13 19-09-2011 , 03:27 PM
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Brid

Follow that link, it will sort it out

Jay

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