Friday 12 December 2014

motion vectors nuke/vray/maya


  • render in 32 bit exr format
  • nothing should be clamped

  • in nuke, grade the blackpoint of the velocity pass to 0.5
  • shuffle copy the R & G into your target's forward U&V
  • use vector blur
  • set to forward, tick on alpha
  • probably have to clamp values on your beauty before applying the motion blur, otherwise fringing occurs...

pole vector moves joints


One problem that I remember having over and over (since I’ve never rigged frequently enough to ever learn the correct method) is that when applying an IK handle to a joint chain, and then applying a pole vector constraint to that IK handle, the joints can sometimes move subtly. It’s not always a big deal, but it can be a problem when you’re trying to have multiple matching skeletons for FK and IK control, and suddenly your rotations don’t line up anymore.
The fix, as it turns out, is really easy. Before you apply the pole vector constraint, you need to place your controller (whatever is going to drive the pole vector) exactly between the start of the IK chain, and the end effector, e.g., the shoulder and the wrist. This is quickly done by selecting the start and end joints, and then the controller, and creating a point constraint (do not maintain offset). Then delete the constraint. Next, use an aim constraint to point the controller directly at the middle joint (say, the elbow). Delete the constraint. Then you just need to move the controller along its pointing axis a little ways, to push it away from the bones. For example, if your aim vector for the constraint was +X, then push your controller a few units forward in its local X axis. Now you can create the pole vector and the joints shouldn’t snap at all

stolen from http://www.toadstorm.com/blog/?p=129

Thursday 4 December 2014

Zbrush displacement To Maya (arnold)

Zbrush to Maya (arnold) displacement map..


  • sculpt your sculpts at higher levels, bla bla
  • open up Multimap exporter in the zplugins menu
  • set mid to 0
  • select the subdiv level you want to bake down onto (typically 1)
  • toggle 32bit and exr to ON
  • set adaptive, smooth UV & 3 channels to off - http://www.cggallery.com/tutorials/displacement/
  • I'm sure there are cases when you'll want to play with those last ones
  • When connecting the displacement in Maya, you probably have to connect the R to the Displacement, instead of the default Alpha value. Go figure.
this works with Vray too! Remember to add appropriate renderer specific smoothing - catmullclark/vray subdivs etc.