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Multi Channel Setup MEL
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  • Ash-Man2
  • Posted: 27 October 2008 12:40 PM
  • Total Posts: 218
  • Joined: 22 August 2006 09:14 AM

Hello everyone
Attached is my MEL script that will allow you to setup Multi channel / multi UV tiles out of Mudbox and into Maya with few simple clicks

Important Notes:
A- When ender with Mental ray > make sure you enable “use Maya style alpha detection” in your preference window
B- Tiff files that are created in Mudbox 2009, have a LZW compression. This compression is not supported by mental ray .

Solution:  use open EXR or convert these TIFF to another TIFF without compression using Photoshop (CS3 and up)

To Install the MEL :
Copy the icons folder to your X:\My Documents\maya\XXXX\prefs\icons
Copy the script folder to your X:\My Documents\maya\XXXX\prefs\scripts
In the command line type Ash_multi();

To use:
Select a surface and run the script.
Choose a file from the exported/saved images generated from Mudbox 2009.
The MEL will recognize the files based on their naming convention
Each file will be placed in the appropriate UV tile based on their name. 
Once you hit create, a shading network will be assigned to your selected object.

Special Thanks goes to everyone helped fixing my BAD MEL :)

Lap Ho
Glen Chang
Richard Chu
Avto Chachava
Andrew Camenisch



aSh
http://www.pixelcg.com/blog
http://www.pixelcg.com/tutorials

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Replies: 0
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Great script on how to render multiple maps inside of Maya!

Thanks Ash!



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  • oglu
  • Posted: 28 October 2008 03:59 AM

thanks ash…



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  • elvis75k
  • Posted: 28 October 2008 06:01 AM

Amazing.. Thank you very much!



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  • elvis75k
  • Posted: 29 October 2008 05:45 AM

When assign displacement, color, and ao the shader won’t work.



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  • Ash-Man2
  • Posted: 29 October 2008 12:43 PM

Ya , I see the problem
I’ll work on the fix, but just a s note the connection is made..just assign the Shader to the surface manually



aSh
http://www.pixelcg.com/blog
http://www.pixelcg.com/tutorials

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  • Ash-Man2
  • Posted: 29 October 2008 05:56 PM

MEL updated
please re-download
thanks for finding that out..it was a typo on my side



aSh
http://www.pixelcg.com/blog
http://www.pixelcg.com/tutorials

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  • Ash-Man2
  • Posted: 31 October 2008 11:58 AM

Some were asking if that setup is suitable for Mental ray Shaders (SSS in more specifc)
The answer is Yes.
You can sue the same mel to construct e shading network, the manually connect the proper channels to the their counterparts in the custom Shader
The reason I didn’t automated this process cause mental ray Shaders are different from one another
But here is my sample test with SSS Shader.

original Mudbox file had 4 levels in it, I only subdivided the mesh once.

Displacement was used to define the muscle mass
Normal was used for the fine details
Bump was used for skin

Render time is 36 sec on WIN 32
In short with this approach you will save a lot of render time



aSh
http://www.pixelcg.com/blog
http://www.pixelcg.com/tutorials

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  • oglu
  • Posted: 12 November 2008 10:15 AM

is there a similar script out there for xsi..?
to set up a working tiled uv shader is not the problem…
at the moment im not able to see the tiled textures in the viewport…
it works only for rendering…



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  • irobert
  • Posted: 15 November 2008 01:42 PM

Thanks Ash, fantastic script. This will save many people a lot of headaches!



Robert Vignone
http://www.robertvignone.com
Win 7 | I7 @ 3.6ghz | 24GB DDR3| GTX580 |

Replies: 0
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Hello,
I have been using this script however when i create the 32bit displacement map i have to choose the displacement map name. It doesn’t create the naming convention for me. When i apply it in Maya and render the model is bloated. I create a 32bit exr, which appears right in photoshop. What alpha settings do i need to choose?

Thanks



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