Returns a list of processed mesh names from the last run. Sets u- and v-offset for the given texture node. Sets u- and v-tiling for the given texture node. Sets the sRGB flag for the texture nodes that matches the specified node name for the given material channel. Sets the sRGB flag for the texture nodes that matches the specified node name for the given material. Sets the sRGB flag for the texture nodes matching the specified node name. Sets the UV-set for the texture nodes that matches the specified node name for the given material channel. Sets the UV-set for the texture nodes that matches the specified node name for the given material. Sets the UV-set for the texture nodes matching the specified node name. Sets which color set to sample from for the given vertex color node. Sets output slot for the given input slot for the specified swizzle node Sets the exit node for the given material channel.Įxports shading network for the given material channel to file. Sets default value for the given node input on the given component. Sets default values for the given node input. CommandĬonnects a node to another node’s input slot. The commands can be executed from both MEL and Python, this document is focusing mainly on MEL but there are some Python examples as well. Steps up/down the values from input 0 based on input 1ġ.0f if value in input 0 equals the value in input 1, otherwise 0.0fġ.0f if value in input 0 does not equal the value in input 1, otherwise 0.0fġ.0f if value in input 0 is greater than the value in input 1, otherwise 0.0fġ.0f if value in input 0 is smaller than the value in input 1, otherwise 0.0fĪll relevant commands and flags are listed below. Supported shading nodes Maya Nameīlends textures together from start to end, based on blend mode A shading network starts with one node, an exit node which can be of any (shading) node type, for example a texture-, add- or multiply node. Shading networks will be responsible for the visual representation of a material, as well as a description of what will be baked during processing. Each of these material channels has its own shading network which is Simplygon’s way of describing a material. FundamentalsĪ material in Simplygon can have several material channels, for example Ambient, Diffuse and Normals as well as custom channels. This documentation will focus on DirectX shaders and how to map them to and from Simplygon. Shading Networks are generated automatically when sending an asset using standard materials, for DirectX shaders a Shading Network template is required for Simplygon to understand how to map certain parameters to shading nodes, for example material name, UV-set and textures. Most shading nodes supported by the Simplygon API are supported by the plug-in and the input for the nodes matches the ones in the API. Tell me If you have a great python script for vertex color randomization for each polyShell in Maya.Shading Networks is a fundamental part of Simplygon's material pipeline and is used to describe materials in a flexible node-based manner. PolySelectConstraint -m 0 -t 0x0008 -r 0 PolySelectConstraint -m 3 -t 0x0008 -r 1 -rr $rRatio ![]() You can generate vertex color on any geometry for each polyShell. It’s useful to modulate color, roughness, UV offset, or any other attribute via vertex color.I created a very crude MEL script to do that (really ugly and slow).You can paint Vertex Color by hand and use that via a userDataColor node.That way you’ll get a aiUserDataRgba node with an out alpha output. If you want to use not just the RGB values but the Alpha channel as well you should edit the mtoa.mtd file (solidangle\mtoadeploy\2018\plug-ins) and find the line and change the maya.hide BOOL parameter to false.Via some kind of layered color node (Arnold: aiLayerRgba, Redshift: rsColorLayer) Now you can use the userDataColor node to modulate/blend/mix texture colors.For Arnold: Don’t forget to turn on the Export Vertex Data option (Arnold section -> Export) in every mesh node!!!! (Update).Create a userDataColor node (Arnold: aiUserDataColor, Redshift: rsUserDataColor) Type in the name of the color set, the default is colorSet1.You can change any attributes on the stroke or the brush node.įor example change the leaf color randomization attributes.(mesh node -> Mesh Component Display -> Display Colors) Select the leaf geometry and turn on the vertex color preview for that.(Modify -> Convert Paint Effects to Polygons) Vertex color mode: Color (this is necessary to get vertex color) Convert your plant to polygons with the usual settings:.(brush node -> Tubes -> Growth -> Leaves) Use the leaf color randomization feature – you can see it in the viewport.Create your beautiful plant with Paint Effects.It’s great to have such a tool like Maya’s Paint Effects.Ī short and simple way to use the leaves color randomization feature as a texture modulation source:
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