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! :)
Showing posts with label Mel Script. Show all posts
Showing posts with label Mel Script. Show all posts
Saturday, August 1, 2015
Saturday, July 4, 2015
ys MDTools demo
This little tool is write for my personal project - Liam Neeson
ys MDTools demo from Yin Shiuan on Vimeo.
Thursday, February 20, 2014
ys_GoZPlus update
Hi.
I receive some feedback in the past few weeks. Now It's time to make a new update for this script.
Thursday, January 30, 2014
ys_GoZPlus
2014/02/20 ys_GoZPlus v.2.0 update
Hi, there.
If you like GoZ but don't like it change your shader/vertex normal every time. Maybe you can try this little script tool, ys_GoZPlus.
Sunday, January 26, 2014
Saturday, November 2, 2013
ys_IERPlus v.0.2
ys_IERPlus v.0.2
Hi.
I just updated a new version of this tool. Just a little bit bug fix.
Hope you are enjoying it. Cheers! :)
Yin Shiuan
2013/11/02
Saturday, October 26, 2013
ys_IERPlus v.0.1 release
ys_IERPlus v.0.1
latest version: v.0.2
Recently, I do a lot of layout works in my new job. Most time I need reference a lot of asset files into my scene. Unfortunately, our company didn't have any spacial tool that can help me to finish this tedious work. So, I wrote my own.
And finally, I decide to complete this little tool that include all functions together.(import/export/reference)
Wednesday, October 23, 2013
Sunday, May 19, 2013
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.
Wednesday, October 12, 2011
Saturday, September 24, 2011
Sunday, August 7, 2011
Subscribe to:
Posts (Atom)











