I found that maya bonus tools used to include a node cvColorShader that allowed vertex color to be read but that seems to have been deprecated and is no longer available in maya 2019 or 2020. So far I've tried tapping the objects shapeNodeĬĬ (and G and B)Īlso looked at making a custom attribute paintable as per: īut that does not allow me to get the data out and into a shading node that effects the viewport. The Maya plugin previously distributed with USD has been incorporated into the Autodesk. Real time is the big one here, I can paint maps in maya/other software and then export them as textures and use them to drive the amount of displacement, but I'm looking for instance feedback. Well first run a script that bootstraps an asset for us. Looking to drive amount of displacement using custom painted attribute/vertexPaint color data to review the changes in real time. Hi, Suppose I made a blue blinn color material through MEL. copy the colorKey.bmp icon file in your icon directory (. $scrollList: the name of the scrollList from the colorSetEditor.Setup: Displacement map is applied to object, maya can show preview of displacement in viewport. copy the colorKey.py file in your maya scripts directory. Creates the commands for editting multiple CPV sets. Sets -renderable true -noSurfaceShader true The Color Control Script provides a floating panel providing simple controls for individual colors, or randomizing the colors of the entire rig controls easily. history cmds. String $NiMultiShader1SG = ($myShader + “NiMultiShader1SG”) import maya.cmds as cmds for obj in cmds.ls(slTrue): Loop through the selection. String $myShader = shadingNode -asShader NiMultiShader Assign a NiMultiShader to a combined mesh. This displays the available color sets in the Color Set Editor dialog. The easiest way to do this is by opening the Color Set Editor from Mesh Display > Color Set Editor and selecting the object in the viewport. Sets -renderable true -noSurfaceShader true -empty -name NiMultiShader1SG Create a VRayUserColor texture and link it to the Diffuse map slot of the VRayMtl. RenderCreateBarCB -asShader “surfaceShader” NiMultiShader Reviews (1) Support Forum (0) Bugs (1) Feature Requests (0) (MIT License) 845 Downloads. Pol圜olorSet -copy -colorSet “BaseColor” -newColorSet “MasterColor” ColorKey PySide2 2.0.0 for Maya (maya script) color keyframes ticks in the timeline. Would also like to thank Nathan for telling me about manipulating text scroll lists. For example, if the asset expects a Maya color set named 'diffuse'. Sets -forceElement OcclusionSet $shape ĬatchQuiet ( `convertLightmapSetup -camera persp -sh -vm -showcpv` ) Original code based on Suchan Bajracharyas SRB - UV Transfer script. The mayacolorsetname stores the original name of the color sets in Maya, and the mayacolorsetmappedCd and mayacolorsetmappedAlpha stores the name of corresponding vertex attribute in Houdini. String $shape=`listRelatives -s $eachObj` } if ( `objExists initialVertexBakeSet` = 0 )ĬreateBakeSet initialVertexBakeSet vertexBakeSet According to the Maya 2016 guide, cmds is a Python wrapper for MEL (Maya Embedded Language). If ( objExists initialTextureBakeSet = 0 )ĬreateBakeSet initialTextureBakeSet textureBakeSet SetAttr -type "string" lorSetName "Occlusion" SetAttr OcclusionSet.orthogonalReflection 1 SetAttr OcclusionSet.occlusionFalloff 100 $bakeSetAO=`createBakeSet OcclusionSet vertexBakeSet` Create a new empty color set pol圜olorSet -rename -colorSet "colorSet" -newColorSet "BaseColor" But for the life of me I can’t seem to figure out how to blend the BaseColor set with the Occlusion set using an Add as a MEL script, the top portion is mine, the bottom portion is the monster script which I pulled from the Maya script docs that will Blend my color sets.Īny and All help will be much appreciated This is vertex coloring, and from various locations created a script that will create an NiMultiShader, rename the colorSet to Base color, and create an OcclusionSet with all the settings predetermined aswell as occlude the mesh on that layer. Universal Manipulator initially moves in opposite direction MAYA-93733: Maya Colorset Visualization is inconsistent between viewports and modes when subdivided MAYA-91857: UV Editor interaction is sluggish with large (> 500k vertices) meshes MAYA-99610: Viewport 2. I’m trying to create a script which will blend my two Color Sets together using an Add within the Color Set Editor.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |