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Tech Artist - What are you working on: FOREVER Edition!

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  • mhdmhd
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    mhdmhd polycounter lvl 9




    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

    • 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
  • Darkimage
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    Darkimage polycounter lvl 7
    Hello guys,
    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.


  • malcolm
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    malcolm Polycount Sponsor
    Oh wow, very cool. Definitely start selling these.
  • dlz
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    dlz polycounter lvl 3
    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:



  • AmplifyCreations
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    AmplifyCreations polycounter lvl 6
    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.

    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.

  • malcolm
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    malcolm Polycount Sponsor
    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.
  • AmplifyCreations
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    AmplifyCreations polycounter lvl 6
    malcolm said:
    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.
  • malcolm
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    malcolm Polycount Sponsor
    Very cool none the less, how did you go about modeling the mushroom, make it first and then flatten it to a plane, or the reverse?
  • AmplifyCreations
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    AmplifyCreations polycounter lvl 6
    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.

  • onionhead_o
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    onionhead_o polycounter lvl 12
    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.
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