Trying to run rebb's script but with no success. Anyone know what I'm doing wrong here? I'm thinking maybe I'm using a different version of python? import r7_vertCurvature.py # Error: Bad magic number in C:/Users/kgia1/Documents/maya/2009/scripts\r7_vertCurvature_main.pyc # Traceback (most recent call last): # File "<maya…
I gave the script a try it doesn't work for me either. Pasted both files to my documents maya scripts r7_vertCurvature() # Error: NameError: name 'r7_vertCurvature' is not defined #
I saw this somewhere and I was wondering if someone knows the same script for maya. Would be really appreciated. http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm This would do the darkening of the edges by angle or convexity of the mesh. Probably we can call it as a convexity map as Xnormal does?…
Ok, i've put it up here . It has different .pyc files for different Maya Versions ( 2009-2011 ), copy them into your script folder and load up the .py file. There's also some basic instruction inside the .py . @fletch : Looking at the Pits&Peaks Script renderhjs mentioned, it works pretty similar to that. @Mop : Thx :)…
I am working on just that atm. for 3dsMax. I got a nice script from a buddy that blends hard edges and together with gradient mapped material and a mask for the chipped effect you could do just that. The one labeled as worn map assigns a vertex color based on edge vertex angles. A gradient material with the 3rd UV channel…
Thanks Kodde Thats supercool. Gonna have to incorporate as much in some tools. I did something similar with Barycentric Coordinates to find crevices: ( from an object selection the script selects all the edges that make up crevices ) or the opposite ( depending on whether I wanted a hill or a valley ). select object> run…
I know this thread is kinda old, but I have a question related tot this script. I've got a high-rez object with the vertex colours aplied for the curvature. I am trying to bake this this to my low rez using mayas batch bake. But it's giving me a gray map, which is the material colour. Is there anyway I can use maya's…
Hey Rebb, Any chance we can get a clamp feature? The script writes color values outside of the 0.0-1.0 range. This is giving me some serious headache. Trying to use it together with xNormal and it's SBM format for Maya. But I get artifacts due to this. Thanks