Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts
Thursday, November 12, 2015
Saturday, August 1, 2015
ys_MDTools Update - Sew Edges
ys_MDTools Update - Sew Edges from Yin Shiuan on Vimeo.
This is a little update of my ys_MDTools. I was removed the auto merge function since it cause some unwanted issues. Instead, I add a new function - Sew Edges. Check it out! :)
This is a little update of my ys_MDTools. I was removed the auto merge function since it cause some unwanted issues. Instead, I add a new function - Sew Edges. Check it out! :)
Monday, November 12, 2012
ys_simple_skin_phen released! (en)
Hi.
Few days ago, I finished and published my personal work, "The Terminator". In this work, I try to learn lots of stuff. One is the skin shading. Now, I finished my custom mentalray skin phenomenon shader, and I am happy to share it to you guys. :)
Few days ago, I finished and published my personal work, "The Terminator". In this work, I try to learn lots of stuff. One is the skin shading. Now, I finished my custom mentalray skin phenomenon shader, and I am happy to share it to you guys. :)
ys_simple_skin_phen released! (tw)
嗨,
之前我完成的作品 "The Terminator",在這個作品中我學到了不少東西,其中之一就是關於皮膚材質的製作。現在我完成了我自己客製化的mentalray皮膚材質,雖然仍有很多需要繼續努力的地方,但我很樂意在這邊將其分享出來給大家。 :)
之前我完成的作品 "The Terminator",在這個作品中我學到了不少東西,其中之一就是關於皮膚材質的製作。現在我完成了我自己客製化的mentalray皮膚材質,雖然仍有很多需要繼續努力的地方,但我很樂意在這邊將其分享出來給大家。 :)
Friday, November 2, 2012
How to fix mia_material_x bump bug
Hi, there.
If you are using mental ray shader in maya like mia_material_x for example, you might be notice that when you disconnect your bump node, your mia_material_x will give you a wrong result. That's because when you disconnect your bump node, the vector value of this bump parameter does not set back to zero. Even though mental ray already have write a script to fix this issue, but sometime the issue still there if you are not using the latest version(I don't know why). To fix that, you can just use a simple mel script to set the vector value back to zero.
If you are using mental ray shader in maya like mia_material_x for example, you might be notice that when you disconnect your bump node, your mia_material_x will give you a wrong result. That's because when you disconnect your bump node, the vector value of this bump parameter does not set back to zero. Even though mental ray already have write a script to fix this issue, but sometime the issue still there if you are not using the latest version(I don't know why). To fix that, you can just use a simple mel script to set the vector value back to zero.
Monday, January 11, 2010
Unwrap UVs Tool_An interactive tool for automatically unwrapping UVs
This very simple, easy and useful script for Maya unwrapping UVs is written by Steven Roselle.
You can find it from The Area website:
Unwrap UVs Tool
http://area.autodesk.com/blogs/stevenr/unwrap_uvs_tool_an_interactive_tool_for_automatically_unwrapping_uvs
You can find it from The Area website:
Unwrap UVs Tool
http://area.autodesk.com/blogs/stevenr/unwrap_uvs_tool_an_interactive_tool_for_automatically_unwrapping_uvs
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