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Multi Channel Setup MEL
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  • Ash-Man2
  • Posted: 15 November 2008 07:10 PM

Richard,
if the file is 32 No need to check anything
Did you try this > from my first post

Important Notes:
A- When ender with Mental ray > make sure you enable “use Maya style alpha detection” in your preference window

i made a small tut video here
http://area.autodesk.com/for...ndex/multi_channel_setup/



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

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This is what happens when i render. I have maya’s alpha style detection enabled. Just a plain blinn network with the displacement plugged into the displacement node for the mesh.



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  • Ash-Man2
  • Posted: 16 November 2008 12:44 PM

can you email me your mud file, something is odd here



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

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This is really bugging me now. I cant figure out how to get this to work. Im using Mudbox 2009, Maya 2009 (Maya student pack) I followed the tutorial you posted. Nothing seems to work.
I Can’t seem to open the mudbox files. I created them on Another computer, then tried to open them on mine they didnt work (thought it was because im using Student version) So i exported the high and low resolution models for both as obj and re-imported in My mudbox. Then created the displacement map. It seems to work fine for creating the maps. I’ll zip them and put them onto my site.
Thanks



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Ok, I’ve spent all day trying to figure this out. First it seems that in maya 2009 the CCMesh Approx node doesn’t work correctly (atleast for me) i know know how to change it, but applying a mesh smooth instead of approx node works better. I then have to create an EXR, open in photoshop and save as TIFF (no lzw) then convert to a map format (I don’t know why, but it seems to work fine) I then have to set the Alpha to be 0. I have some problems around the eyes, which i think is due to open mesh. Closing it seems to work though (capping) but i have to cap the mudbox model aswell.

However i also had to export each object as a mesh and re-create it in a new scene (dont know why) then i did the above. I got the one character to work, ill try the other tomorrow hopefully that will be the same.

Anyone else using Maya 2009 and having same problems with the CCMesh Approx method? (how can i change this?)

Thanks



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  • Ash-Man2
  • Posted: 16 November 2008 07:49 PM

The CC mesh has a BUG with High Sub-D >> but never looks like your deformation in the picture
it usually give a seam in the render....
you can disable it by running this MEL
addAttr -ln “miExportCCMesh” -at bool mentalraySubdivApprox1;”



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

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No idea why, if i use maya 8.5 / 2008 (pre sp1 and ext2) it works fine, but for me i have to mesh smooth to get it to work correctly. If not i get parts of the mesh poke out (i think at the texture seams)



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  • Ash-Man2
  • Posted: 17 November 2008 09:37 AM

the CCmesh was introduced in 2008 EX2 , so here is your answer ;) ... have you tried that MEL



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

Replies: 0
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Yeah that works :s
Weird, though as zbrush models work fine in 2009 for me now, without seam issues. I didn’t think it was a CCmesh issue as it didn’t look like the problems i had with ext2. Ah well. Thanks for your help and the awesome script. It works a treat :D Simple and easy to use.



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  • robkoni
  • Posted: 27 November 2008 08:11 AM

Ash ,looks great ,I cant get the script to work in 2009 ,is it 2009 compatible.
I am getting a/ / Error: File not found: disp.bmp / /
All the best Robin



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6 pages: 1.2.3.4.6 first last




   
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