For now it will be this blocky style due to time constrain, but I would like to be able to put in more functionality for more soft and bulgy shapes with more noise. The way I create my cracks is fairly inviting for other styles of shapes too.
This is a few days old, but this is the general breakdown before I tessellate everything too highpoly.
You know what I really need in Photoshop, a way to take my selection from one layer and put it on a new layer and then delete my selection from the old layer. Basically extract the data on to a new layer. I use the j key to do this currently and it's annoying because the selection goes missing, also I tried ctrl + x for cut, but that also loses the selection and then you have to use some mumbo jump key combination to paste it onto the new layer and it never lines up in the right spot.
@Malcom Isnt that what Shift + Ctrl + J does? Supposed to create a new layer from selection using cut. It doesnt keep the selection though unless I read that wrong.
This is the script for Maya that makes it easier to
select edges for sewing shells in the UV Editor. Just select one edge
and run the script. The algorithm will find and select the edges
required to sew the shell regarding to this edge. Also there is the
second mode that at once sews shells together. To make it more
comfortable I'd recommend to apply the hotkey to the script.
Cool stuff, what's pymel I've seen the word around for a while but I'm not sure the definition. I'm still learning and just writing everything in mel so far, will start to integrate python as a get better.
malcolm, thank you Pymel is very handy as you work not with strings like in mel but with objects. It gives many benefits. However, if you have to process large amount of data, then you’d better learn Maya Python API for fast working of a script. As to me it’s not so handy but fast.
I wrote a plugin for Substance Designer that let you import assets from Quixel Megascan using Quixel Bridge Link to the post for all the details of the plugin!
The plugin in action:
The plugin is completely open source and you can find the repository here
if you are referring to my plugin thank you, i appreciated you comment. The plugin is completely free and open source for everybody Megascan Link v0.1.1-beta
following on from above.... a another scripted plugin cylinder (with proper mapping not the generic max stuff that fucks up the seams) with an added uv shearing for twisting effects
any for anyone interested.....
-- basic scripted cylinder without the uv seam issue and uv shearing
local incr = 360.0/sides; cs = for s = 0 to sides - 1 collect ( u = incr * s; [cos u, sin u]; )
-- create the geometry
mesh.NumVerts = nverts; mesh.NumFaces = nfaces;
local vi = 1, fi = 1, cap_seg_size = radius/capsegs, side_seg_size = height/sidesegs;
-- base cap verts
if cap_base then ( setvert mesh vi [0,0,0]; vi += 1; for seg = 1 to capsegs do ( r = cap_seg_size * seg; for s = 1 to sides do ( setvert mesh vi [r * cs[s].x , r * cs[s].y, 0]; vi += 1; ) ) )
-- side verts
local vsegbegin = if cap_base then 1 else 0; -- if base cap we already have the first set of side verts for seg = vsegbegin to sidesegs do -- side verts ( z = side_seg_size * seg;
for s = 1 to sides do ( setvert mesh vi [radius * cs[s].x, radius * cs[s].y, z]; vi += 1; ) )
-- top cap verts
if cap_top then ( for seg = capsegs - 1 to 1 by - 1 do ( r = cap_seg_size * seg; for s = 1 to sides do ( setvert mesh vi [r * cs[s].x , r * cs[s].y, height]; vi += 1; ) ) setvert mesh vi [0,0,height]; vi += 1; )
-- build the faces
local vi_offset = 1; if cap_base then -- base cap faces ( for s = 1 to sides do -- inner ring of triangles ( a = vi_offset + s; b = a + 1; if s == sides then b -= sides; -- wrap around
setface mesh fi [b,a, vi_offset]; setEdgeVis mesh fi 1 true; setEdgeVis mesh fi 2 true; setEdgeVis mesh fi 3 true; setFaceMatID mesh fi 1; setFaceSmoothGroup mesh fi 2; fi += 1; )
for seg = 2 to capsegs do -- all the following sidesegs are quads ( for s = 1 to sides do ( a = s + vi_offset; b = a + 1; if s == sides then b -= sides; -- wrap around c = a + sides; d = b + sides;
setface mesh fi [a,d,c] setEdgeVis mesh fi 2 true; setEdgeVis mesh fi 3 true; setFaceMatID mesh fi 1; setFaceSmoothGroup mesh fi 2; fi += 1;
setface mesh fi [a,b,d] setEdgeVis mesh fi 1 true; setEdgeVis mesh fi 2 true; setFaceMatID mesh fi 1; setFaceSmoothGroup mesh fi 2; fi += 1; ) vi_offset += sides; ) )
-- side faces
vi_offset = if cap_base then sides * (capsegs - 1) + 1 else 0; for seg = 1 to sidesegs do ( for s = 1 to sides do ( a = s + vi_offset; b = a + 1; if s == sides then b -= sides; -- wrap around c = a + sides; d = b + sides;
setface mesh fi [a,d,c] setEdgeVis mesh fi 2 true; setEdgeVis mesh fi 3 true; setFaceMatID mesh fi 3; setFaceSmoothGroup mesh fi 1; fi += 1;
setface mesh fi [a,b,d] setEdgeVis mesh fi 1 true; setEdgeVis mesh fi 2 true; setFaceMatID mesh fi 3; setFaceSmoothGroup mesh fi 1; fi += 1; ) vi_offset += sides; )
if cap_top then -- top cap faces ( for seg = 2 to capsegs do -- all the following sidesegs are quads ( for s = 1 to sides do ( a = s + vi_offset; b = a + 1; if s == sides then b -= sides; c = a + sides; d = b + sides;
setface mesh fi [a,d,c]; setEdgeVis mesh fi 2 true; setEdgeVis mesh fi 3 true; setFaceMatID mesh fi 2; setFaceSmoothGroup mesh fi 2; fi += 1;
setface mesh fi [a,b,d]; setEdgeVis mesh fi 1 true; setEdgeVis mesh fi 2 true; setFaceMatID mesh fi 2; setFaceSmoothGroup mesh fi 2; fi += 1; ) vi_offset += sides; )
for s = 1 to sides do -- last inner ring of triangles to finish off ( a = vi_offset + s; b = a + 1; if s == sides then b -= sides;
setface mesh fi [a,b,nverts]; setEdgeVis mesh fi 1 true; setEdgeVis mesh fi 2 true; setEdgeVis mesh fi 3 true; setFaceMatID mesh fi 2; setFaceSmoothGroup mesh fi 2; fi += 1; ) )
-- create the mapping verts and faces
sidesp1 = sides + 1; -- uvs don't wrap so it 1 extra for the seam ntverts = (sidesegs + 1) * sidesp1; if cap_base then ntverts += sides * capsegs + 1; if cap_top then ntverts += sides * capsegs + 1;
vi = 1; -- reset vert indexer local side_seg_uv_size = 1.0/sidesegs, cap_seg_uv_size = 0.5/capsegs;
if cap_base then -- base cap tverts ( setTVert mesh vi [0.5,0.5,0.0]; vi += 1; for seg = 1 to capsegs do ( r = cap_seg_uv_size * seg; for s = 1 to sides do ( setTVert mesh vi [0.5 + r * cs[s].x * cap_utile, 0.5 + r * cs[s].y * cap_vtile, 0.0]; vi += 1; ) ) )
shear = ushear as float/(sides * sidesegs); for seg = 0 to sidesegs do -- side tverts ( vshear = shear * seg; v = side_seg_uv_size * seg * sides_vtile; for s = 0 to sides do ( setTVert mesh vi [sides_utile * (vshear + s as float/sides as float), v, 0.0]; vi += 1; ) ) if cap_top then -- top cap tverts ( for seg = capsegs to 1 by - 1 do ( r = cap_seg_uv_size * seg; for s = 1 to sides do ( setTVert mesh vi [0.5 + r * cs[s].x * cap_utile, 0.5 + r * cs[s].y * cap_vtile, 0.0]; vi += 1; ) ) setTVert mesh vi [0.5,0.5,0.0]; vi += 1; )
-- uv faces
fi = 1; -- reset face indexer vi_offset = 1; if cap_base then -- base cap tfaces ( for s = 1 to sides do -- inner ring of tris ( a = vi_offset + s; b = a + 1; if s == sides then b -= sides; -- wrap around setTVFace mesh fi [b,a,vi_offset]; fi += 1; ) for seg = 2 to capsegs do -- any more sidesegs as quads ( for s = 1 to sides do ( a = s + vi_offset; b = a + 1; if s == sides then b -= sides; -- wrap around c = a + sides; d = b + sides; setTVFace mesh fi [a,d,c]; fi += 1; setTVFace mesh fi [a,b,d]; fi += 1; ) vi_offset += sides; ) )
-- sides tfaces
vi_offset = if cap_base then 1 + sides * capsegs else 0; for seg = 1 to sidesegs do ( for s = 1 to sides do ( a = s + vi_offset; b = a + 1; c = a + sidesp1; d = b + sidesp1; setTVFace mesh fi [a,d,c] fi += 1; setTVFace mesh fi [a,b,d] fi += 1; ) vi_offset += sidesp1; ) vi_offset += sidesp1; -- skip over last line of side tverts
if cap_top then -- top cap tfaces ( for seg = 2 to capsegs do -- any more sidesegs as quads ( for s = 1 to sides do ( a = s + vi_offset; b = a + 1; if s == sides then b -= sides; -- wrap around c = a + sides; d = b + sides; setTVFace mesh fi [a,d,c]; fi += 1; setTVFace mesh fi [a,b,d]; fi += 1; ) vi_offset += sides; )
for s = 1 to sides do -- inner ring of tris ( a = vi_offset + s; b = a + 1; if s == sides then b -= sides; -- wrap around setTVFace mesh fi [a,b,ntverts]; fi += 1; ) ) update mesh; )
on update do build_mesh(); on buildmesh do build_mesh(); )
I'm building a simple tool in python for maya to select edges two ways:
- select edges included between a minimum and maximum angle
- select hard edges in the mesh.
I think it can be useful to combine these two functions in the same ui. I modify a bit the constraints that are present in maya to make it easy to use.
i think it's a faster and easier way to select the edges you need than with the tools maya provide.
nice, i've done something similar as a mod in max, one additional feature you can add is the option to replace/add/subtract from the current selection (also an invert the selection can be sometimes useful).
some weekend twiddling led to 2 semi-scripted plugins (rely on some compiled code) for 2 different discs/cylinder ends with a more constant face density, one uses a regular grid fill the other a radial fill.
I figured out how to get Maya to name multiple objects correctly when parented or grouped and also not add an extra zero after 10 and 99 objects etc. I also put a name matching feature in for baking. Full video here if you're interested
Maya Scene Converter is a python-based Qt tool for converting scenes from a render engine to another in Maya, it is not a perfect conversion and it depends on rules files and how good they are but gives you a great head start.
Features
Creates rules to convert from a source render engine to a target render engine
Easy UI to create, save and load the rules
Supports all shading related nodes: Materials,Textures,Utilities and Lights
Converts all the scene or selected objects
Scans the scene for any node or only what belongs to the source engine
Some ready examples of rules files (not very precise but very functional)
Prints info about all conversions
Tested with Windows only but could work on other operating systems
Tested with Maya 2018+ but could work on previous versions
finished a script for maya i was working on some time ago. I think it could be useful in hard-surface workflows as it makes easier to select edges by an angle or other characteristics and then apply a crease that can be selected and uncreased. here's a demo of the script: https://youtu.be/pONjlLcJVBU
Hey folks, any of you had luck with exporting consistent Vector Displacement Maps from Zbrush, Blender(or others) to Unity or Unreal? Zbrush seems really inconsistent, even with their test scene; Blender is a bit troublesome, can't seem to get it working right.
We're exploring VDM's at Amplify with Amplify Shader Editorin Unity and, so far, it seems that Mudbox gives out the best results with the "Absolute Tangent" mode. You can really do some cool stuff with this when you couple it with Tessellation, even use it on skinned characters! Off course you can always do some pretty cool stuff with regular displacement, this is more of an alternative technique.
This is an exaggerated effect with an animated Tessellation amount, in a real world case you'd probably want to use a low poly base mesh closer to the mushroom in order to cut down on the Tessellation. The cool thing is that you pretty much get LOD control for free.
Here's how to set it up with Mudbox for Unity using Amplify Shader Editor(or any other shader/editor capable of handling the process), it even works with overlapping objects such as the mushroom patch bellow.
For those who don't know what's the big deal, here's a simplified comparison.
VDM is the shit in Mudbox, but I always found the limitation that to create the VDM you have to sculpt it out of a perfect tessellated quad to start makes the tool not really useful. If it was like a normal map or height map where you could bake an arbitrary mesh or collection of meshes onto a quad with different topology that would be very powerful.
VDM is the shit in Mudbox, but I always found the limitation that to create the VDM you have to sculpt it out of a perfect tessellated quad to start makes the tool not really useful. If it was like a normal map or height map where you could bake an arbitrary mesh or collection of meshes onto a quad with different topology that would be very powerful.
Yeah it's pretty cool!
That's the downside, it needs your subdiv levels so it can compare the lowest with the highest when baking the VDM; it would be awesome if we could just project a bunch of stuff. However, you should be able to use other meshes, just as long as you have the base level in Mudbox as well.
A cool trick is to create several VDM files and actually use them inside Mudbox to create more complex objects.
Yeah, fun to play with. For this one we went from quad to mushroom, carefully pushing/pulling the geometry to the center so it would have a decent amount to work with; somewhat worked but in hindsight probably should have used a low poly mesh . For the next one for sure.
AmplifyCreations: cool shader! There is a workaround for the VDM creation . Create the object first however you want it is. Then wrap the plane around the object and project the details. You can use shrinkwrap deformer in maya or conform to project. You can even use quad draw to make it conform manually.
I made a simple Maya script for a very particular situation tonight :P Something like this might be floating around somewhere but I wasn't able to find anything.
The script reads the current scenes grid, and saves it to user prefs. It also let's you see the changes immediately in the viewport and grid options box. This gif shows an example where the grid originally reads size = 24, spacing = 24 & divisions = 2. After the script is run, the options box updates to the scenes units which are size = 500, spacing = 500 & divisions = 2.
scratched an itch that been bugging me since about 2003 a Simple Line Shape.... it has length & number of segments and linear or smooth options and you can set the axis the knots are distributed along and the pivot position (either end or center). Sometime the built in "complex" editable line is overkill and is tricky to generate some stiuff and the rollout can be slow and clunky.
it was relatively quick and painless to implement.
scratched an itch that been bugging me since about 2003 a Simple Line Shape.... it has length & number of segments and linear or smooth options and you can set the axis the knots are distributed along and the pivot position (either end or center). Sometime the built in "complex" editable line is overkill and is tricky to generate some stiuff and the rollout can be slow and clunky.
it was relatively quick and painless to implement.
yay! my 50th max modifier (christ I need to get out more!)
CapSpline that works a bit better than the built in max one (edit mesh mod applied to the A on the left, mine of the right). Obviously showing the worst case for the built in max functionality
yay! my 50th max modifier (christ I need to get out more!)
CapSpline that works a bit better than the built in max one (edit mesh mod applied to the A on the left, mine of the right). Obviously showing the worst case for the built in max functionality
Congrats!
There are so many things in max that is not working appropriately, and most of them not even complicated to fix. I'll never understand why aren't they fix them. Like this one.
But anyway. It's so much better to look at the good one...
yay! my 50th max modifier (christ I need to get out more!)
CapSpline that works a bit better than the built in max one (edit mesh mod applied to the A on the left, mine of the right). Obviously showing the worst case for the built in max functionality
I want this more than I wanted toilet paper in March
seems like old ground and it is in a way created an Outliner interface to better integrate some of my tools.... basically anything with an "outline" mesh, spline or modifier can be can be used as a "cutter",
Replies
This is a few days old, but this is the general breakdown before I tessellate everything too highpoly.
@sltrOlsson - thank you for the breakdown. looks good
it is slower but if you're really bothered about speed you want to be poking openMaya instead cos the basic python stuff is still slow as shite.
Link to the post for all the details of the plugin!
The plugin in action:
The plugin is completely open source and you can find the repository here
plugin simpleObject bcylinder
name:"bcyl"
classID:#(0x66e26f46, 0x18e211dc)
category:"Scripted"
(
parameters main rollout:params
(
height type:#WorldUnits default:25.0 ui:ui_height;
radius type:#WorldUnits default:25.0 ui:ui_radius;
sides type:#integer default:16 ui:ui_sides;
sidesegs type:#integer default:5 ui:ui_sidesegs;
capsegs type:#integer default:1 ui:ui_capsegs;
cap_top type:#boolean default:true ui:ui_cap_top;
cap_base type:#boolean default:true ui:ui_cap_base;
sides_utile type:#float default:1 ui:ui_sides_utile;
sides_vtile type:#float default:1 ui:ui_sides_vtile;
cap_utile type:#float default:1 ui:ui_cap_utile;
cap_vtile type:#float default:1 ui:ui_cap_vtile;
ushear type:#integer default:0 ui:ui_ushear;
)
rollout params "Params"
(
spinner ui_height "Height:" range:[0, 1e9, 0] fieldwidth:64 type:#WorldUnits align:#right;
spinner ui_radius "Radius:" range:[0, 1e9, 0] fieldwidth:64 type:#WorldUnits align:#right;
spinner ui_sides "Sides:" range:[3, 128, 5] fieldwidth:64 type:#integer align:#right;
spinner ui_sidesegs "Side Segs:" range:[1, 128, 5] fieldwidth:64 type:#integer align:#right;
spinner ui_capsegs "Cap Segs:" range:[1, 128, 5] fieldwidth:64 type:#integer align:#right;
checkbox ui_cap_base "Cap Base" align:#right vi_offset:[-5,0]; across:2
checkbox ui_cap_top "Cap Top" align:#right vi_offset:[10,0];
spinner ui_sides_utile "Sides U Tiling:" range:[0, 1e9, 1] fieldwidth:64 type:#float align:#right scale:0.01;
spinner ui_sides_vtile "Sides V Tiling:" range:[0, 1e9, 1] fieldwidth:64 type:#float align:#right scale:0.01;
spinner ui_cap_utile "Cap U Tiling:" range:[0, 1e9, 1] fieldwidth:64 type:#float align:#right scale:0.01;
spinner ui_cap_vtile "Cap V Tiling:" range:[0, 1e9, 1] fieldwidth:64 type:#float align:#right scale:0.01;
spinner ui_ushear "U Shearing:" range:[-2048, 2048, 0] fieldwidth:64 type:#integer align:#right;
)
tool create
(
on mousePoint click do
case click of
(
1:
(
nodeTM.translation = gridPoint;
height = radius = 0.0;
)
3: #stop
)
on mouseMove click do
case click of
(
2: radius = amax (abs gridDist.y) (abs gridDist.x);
3: height = gridDist.z
)
)
-- build a cylindrical mesh
fn build_mesh =
(
-- compute the number of verts and faces
local nverts = sides * (sidesegs + 1)
local nfaces = sidesegs * sides * 2;
if cap_base then
(
nverts += sides * (capsegs - 1) + 1;
nfaces += (1 + 2 * (capsegs - 1)) * sides;
)
if cap_top then
(
nverts += sides * (capsegs - 1) + 1;
nfaces += (1 + 2 * (capsegs - 1)) * sides;
)
-- cache the xy cos sin values
local incr = 360.0/sides;
cs = for s = 0 to sides - 1 collect
(
u = incr * s;
[cos u, sin u];
)
-- create the geometry
mesh.NumVerts = nverts;
mesh.NumFaces = nfaces;
local vi = 1, fi = 1, cap_seg_size = radius/capsegs, side_seg_size = height/sidesegs;
-- base cap verts
if cap_base then
(
setvert mesh vi [0,0,0];
vi += 1;
for seg = 1 to capsegs do
(
r = cap_seg_size * seg;
for s = 1 to sides do
(
setvert mesh vi [r * cs[s].x , r * cs[s].y, 0];
vi += 1;
)
)
)
-- side verts
local vsegbegin = if cap_base then 1 else 0; -- if base cap we already have the first set of side verts
for seg = vsegbegin to sidesegs do -- side verts
(
z = side_seg_size * seg;
for s = 1 to sides do
(
setvert mesh vi [radius * cs[s].x, radius * cs[s].y, z];
vi += 1;
)
)
-- top cap verts
if cap_top then
(
for seg = capsegs - 1 to 1 by - 1 do
(
r = cap_seg_size * seg;
for s = 1 to sides do
(
setvert mesh vi [r * cs[s].x , r * cs[s].y, height];
vi += 1;
)
)
setvert mesh vi [0,0,height];
vi += 1;
)
-- build the faces
local vi_offset = 1;
if cap_base then -- base cap faces
(
for s = 1 to sides do -- inner ring of triangles
(
a = vi_offset + s;
b = a + 1;
if s == sides then b -= sides; -- wrap around
setface mesh fi [b,a, vi_offset];
setEdgeVis mesh fi 1 true;
setEdgeVis mesh fi 2 true;
setEdgeVis mesh fi 3 true;
setFaceMatID mesh fi 1;
setFaceSmoothGroup mesh fi 2;
fi += 1;
)
for seg = 2 to capsegs do -- all the following sidesegs are quads
(
for s = 1 to sides do
(
a = s + vi_offset;
b = a + 1;
if s == sides then b -= sides; -- wrap around
c = a + sides;
d = b + sides;
setface mesh fi [a,d,c]
setEdgeVis mesh fi 2 true;
setEdgeVis mesh fi 3 true;
setFaceMatID mesh fi 1;
setFaceSmoothGroup mesh fi 2;
fi += 1;
setface mesh fi [a,b,d]
setEdgeVis mesh fi 1 true;
setEdgeVis mesh fi 2 true;
setFaceMatID mesh fi 1;
setFaceSmoothGroup mesh fi 2;
fi += 1;
)
vi_offset += sides;
)
)
-- side faces
vi_offset = if cap_base then sides * (capsegs - 1) + 1 else 0;
for seg = 1 to sidesegs do
(
for s = 1 to sides do
(
a = s + vi_offset;
b = a + 1;
if s == sides then b -= sides; -- wrap around
c = a + sides;
d = b + sides;
setface mesh fi [a,d,c]
setEdgeVis mesh fi 2 true;
setEdgeVis mesh fi 3 true;
setFaceMatID mesh fi 3;
setFaceSmoothGroup mesh fi 1;
fi += 1;
setface mesh fi [a,b,d]
setEdgeVis mesh fi 1 true;
setEdgeVis mesh fi 2 true;
setFaceMatID mesh fi 3;
setFaceSmoothGroup mesh fi 1;
fi += 1;
)
vi_offset += sides;
)
if cap_top then -- top cap faces
(
for seg = 2 to capsegs do -- all the following sidesegs are quads
(
for s = 1 to sides do
(
a = s + vi_offset;
b = a + 1;
if s == sides then b -= sides;
c = a + sides;
d = b + sides;
setface mesh fi [a,d,c];
setEdgeVis mesh fi 2 true;
setEdgeVis mesh fi 3 true;
setFaceMatID mesh fi 2;
setFaceSmoothGroup mesh fi 2;
fi += 1;
setface mesh fi [a,b,d];
setEdgeVis mesh fi 1 true;
setEdgeVis mesh fi 2 true;
setFaceMatID mesh fi 2;
setFaceSmoothGroup mesh fi 2;
fi += 1;
)
vi_offset += sides;
)
for s = 1 to sides do -- last inner ring of triangles to finish off
(
a = vi_offset + s;
b = a + 1;
if s == sides then b -= sides;
setface mesh fi [a,b,nverts];
setEdgeVis mesh fi 1 true;
setEdgeVis mesh fi 2 true;
setEdgeVis mesh fi 3 true;
setFaceMatID mesh fi 2;
setFaceSmoothGroup mesh fi 2;
fi += 1;
)
)
-- create the mapping verts and faces
sidesp1 = sides + 1; -- uvs don't wrap so it 1 extra for the seam
ntverts = (sidesegs + 1) * sidesp1;
if cap_base then ntverts += sides * capsegs + 1;
if cap_top then ntverts += sides * capsegs + 1;
meshop.setMapSupport mesh 1 true;
SetNumTVerts mesh ntverts;
buildTVFaces mesh; -- create our texture faces
-- uv verts
vi = 1; -- reset vert indexer
local side_seg_uv_size = 1.0/sidesegs, cap_seg_uv_size = 0.5/capsegs;
if cap_base then -- base cap tverts
(
setTVert mesh vi [0.5,0.5,0.0];
vi += 1;
for seg = 1 to capsegs do
(
r = cap_seg_uv_size * seg;
for s = 1 to sides do
(
setTVert mesh vi [0.5 + r * cs[s].x * cap_utile, 0.5 + r * cs[s].y * cap_vtile, 0.0];
vi += 1;
)
)
)
shear = ushear as float/(sides * sidesegs);
for seg = 0 to sidesegs do -- side tverts
(
vshear = shear * seg;
v = side_seg_uv_size * seg * sides_vtile;
for s = 0 to sides do
(
setTVert mesh vi [sides_utile * (vshear + s as float/sides as float), v, 0.0];
vi += 1;
)
)
if cap_top then -- top cap tverts
(
for seg = capsegs to 1 by - 1 do
(
r = cap_seg_uv_size * seg;
for s = 1 to sides do
(
setTVert mesh vi [0.5 + r * cs[s].x * cap_utile, 0.5 + r * cs[s].y * cap_vtile, 0.0];
vi += 1;
)
)
setTVert mesh vi [0.5,0.5,0.0];
vi += 1;
)
-- uv faces
fi = 1; -- reset face indexer
vi_offset = 1;
if cap_base then -- base cap tfaces
(
for s = 1 to sides do -- inner ring of tris
(
a = vi_offset + s;
b = a + 1;
if s == sides then b -= sides; -- wrap around
setTVFace mesh fi [b,a,vi_offset];
fi += 1;
)
for seg = 2 to capsegs do -- any more sidesegs as quads
(
for s = 1 to sides do
(
a = s + vi_offset;
b = a + 1;
if s == sides then b -= sides; -- wrap around
c = a + sides;
d = b + sides;
setTVFace mesh fi [a,d,c];
fi += 1;
setTVFace mesh fi [a,b,d];
fi += 1;
)
vi_offset += sides;
)
)
-- sides tfaces
vi_offset = if cap_base then 1 + sides * capsegs else 0;
for seg = 1 to sidesegs do
(
for s = 1 to sides do
(
a = s + vi_offset;
b = a + 1;
c = a + sidesp1;
d = b + sidesp1;
setTVFace mesh fi [a,d,c]
fi += 1;
setTVFace mesh fi [a,b,d]
fi += 1;
)
vi_offset += sidesp1;
)
vi_offset += sidesp1; -- skip over last line of side tverts
if cap_top then -- top cap tfaces
(
for seg = 2 to capsegs do -- any more sidesegs as quads
(
for s = 1 to sides do
(
a = s + vi_offset;
b = a + 1;
if s == sides then b -= sides; -- wrap around
c = a + sides;
d = b + sides;
setTVFace mesh fi [a,d,c];
fi += 1;
setTVFace mesh fi [a,b,d];
fi += 1;
)
vi_offset += sides;
)
for s = 1 to sides do -- inner ring of tris
(
a = vi_offset + s;
b = a + 1;
if s == sides then b -= sides; -- wrap around
setTVFace mesh fi [a,b,ntverts];
fi += 1;
)
)
update mesh;
)
on update do build_mesh();
on buildmesh do build_mesh();
)
EDIT: included link to script
https://youtu.be/Y_bSzn3-h2k
https://github.com/mhdmhd/MayaSceneConverter
Maya Scene Converter is a python-based Qt tool for converting scenes from a render engine to another in Maya, it is not a perfect conversion and it depends on rules files and how good they are but gives you a great head start.
Features
Since i made the Megascan Link Plugin for Substance Designer i decided to the same for Substance Painter.
With the Megascan Link for Substance Painter plugin you can import Megascan Assets directly into an opened project or create one if you export from Quixel Bridge a Megascan Asset with a 3D mesh.
The plugin is completely Free and OpenSource, you can Download it here and you can find the complete Documentation here.
I think it could be useful in hard-surface workflows as it makes easier to select edges by an angle or other characteristics and then apply a crease that can be selected and uncreased.
here's a demo of the script:
https://youtu.be/pONjlLcJVBU
Zbrush: Manual VDM Reference
Blender - Cycles - Tangent Vector & Scalar Displacement Map Baking Tutorial
We're exploring VDM's at Amplify with Amplify Shader Editor in Unity and, so far, it seems that Mudbox gives out the best results with the "Absolute Tangent" mode. You can really do some cool stuff with this when you couple it with Tessellation, even use it on skinned characters! Off course you can always do some pretty cool stuff with regular displacement, this is more of an alternative technique.
This is an exaggerated effect with an animated Tessellation amount, in a real world case you'd probably want to use a low poly base mesh closer to the mushroom in order to cut down on the Tessellation. The cool thing is that you pretty much get LOD control for free.
Here's how to set it up with Mudbox for Unity using Amplify Shader Editor(or any other shader/editor capable of handling the process), it even works with overlapping objects such as the mushroom patch bellow.
For those who don't know what's the big deal, here's a simplified comparison.
That's the downside, it needs your subdiv levels so it can compare the lowest with the highest when baking the VDM; it would be awesome if we could just project a bunch of stuff. However, you should be able to use other meshes, just as long as you have the base level in Mudbox as well.
A cool trick is to create several VDM files and actually use them inside Mudbox to create more complex objects.
The script reads the current scenes grid, and saves it to user prefs. It also let's you see the changes immediately in the viewport and grid options box. This gif shows an example where the grid originally reads size = 24, spacing = 24 & divisions = 2. After the script is run, the options box updates to the scenes units which are size = 500, spacing = 500 & divisions = 2.
There are so many things in max that is not working appropriately, and most of them not even complicated to fix. I'll never understand why aren't they fix them. Like this one.
But anyway. It's so much better to look at the good one...