Maya :: Adding Material - Pixelation And Tessellation?
Apr 2, 2011
adding material problem. It looks pixelated and it doesn't appear to be covering correctly. The error message is on the screen but it reads when I add the material: "Warning: Mesh shape extruded surface shape20 has no triangles in tessellation." I'm also rendering it at 300 dpi... and have at 72 as well.
Did I screw up my initial polygon column.Just a simple column design..What you see is just with the standard color (metallic) that comes with Maya. But even with my own texture stock material it doesn't work which you can see in the column closer to the screen.
I am in the samill building buisness. While designing I thought it would be nice to show logs on our equipment. Is there anyway to show bark on drawings to show the texture on the final drawing?
I have created a drawing of a jug from a CAD learning manual, however when I enter HIDE mode the tessellation lines show as triangles, not rectangles as shown on the image in my book.
It appears fine before HIDE (horizontal and vertical lines only) -- I've tried FACETRES but that just creates a higher amount of triangles during hide.
Is there a way to adjust how it's shown in HIDE mode?
I have attached 2 images (or tried to!): 1 - Before HIDE. 2 - After HIDE.
I'm trying to model a chair, however the texture near my pillow edges are distorting. I understand its got something to do with my polygons but how do i fix this? I want the texture tiling to match around the whole pillow if that makes sense.
I just wanted to add some materials to my objects and it seems some menu entries on Toolpalettes are missing (masonry etc.). I installed the full version of AutoCAD 2012 and also downloaded some additional material libraries. I'm attaching some screenshots of missing menu items and a screenshot of installed items in control panel.
I am having trouble changing a property of a solid body in one of my iparts. I have a concrete block which has been created as an ipart and 6 bars running through the concrete block. I am looking to change the material properties of the bars to Alloy Steel but i'm having trouble finding any option to do so. I have changed the material properties within the ipart table to concrete, i'm not sure if this is conflicting it.
I am trying to run a Frame analysis on a beam structure. I wanted a specific yield stress for the components that make up the beam. So I created a new material and changed the yield stress and change my beam components to that new material. However when I run the simulation the yield stress is not what I made it. Is this allowed?
Any way to add a new field into the materials database. We would like to be able to choose the material specification for the materials we use. So we would like to have a field for each of the materials where we could choose the material spec. It would also be great if we could then be able to connect this to our BOM. The second part I know should be able to be done but so far haven't found a way to add the material spec in like we would like.
I have a model rigged with The Setup Machine and The Face Machine and a single material is applied to each of them. Not sure if the above is relevant, but when I tested this in a clean scene with just a sphere, everything was fine.
I then select a few faces and apply a new material to those faces. I smooth the mesh and the UVs are smoothed and the different materials appear where they should be. If I set the divisions on the polySmoothFace node to 2 or more the materials seem randomly placed across the mesh. The Uvs however, are smoothed correctly. So I then have to reassign the materials to the correct faces.
If I do one smooth mesh, then another separate smooth mesh, the materials are placed correctly.
Is this a bug or do you think something is wrong with my setup?
Core i7-2600K 8GB RAM Win 7 Professional Maya 2011.5
I do sometimes buy some objects at Turbosquid that I download as .obj files.
They are represented as a single mesh object in Maya, however when I look the material of this mesh, I see different tabs representing the different sections of the mesh with the different materials (e.g. a duck would be seen as 1 mesh, but 1 material for the body, 1 for the left eye and 1 for the right eye).
How to split up this mesh in different meshes by material ?
How I can add materials to the Inventor material library. I have created and defined the material in Autodesk Simulate Mechanical and they are available in the material libraries in that program, but inaccessible in Inventor. It doubles my work load if i need to define the materials in both programs and also creates hassles if a change needs to be made to a single material.
The materials are currently saved in .mlb library files. Iventor requests a .asklib file for when trying to add a library.
I'm a beginner in Maya and have to model an object for college. I've modelled an iPhone 4 in Maya 2012 and I've added colour to it but i want to add an image to the screen face. I've added the image using lambert but the image is blown up and i don't know how to resize it. I've fiddled with the settings in '2d Texture Placement Attributes' but the only thing i've been able to do was rotate the image so it's not upside down, it's still blown up. Is there another editor window to resize it?
I've also tried using the UV Texture Editor but everything is a mess on top of eachother and everytime i move things around maya crashes . Is there any other way to add the image to the face?
I have a rigged object and I would like to add a blend shape to this rig. Now my blend shape is not for morph animation rather it is for manipulating the original geometry. Put it this way, I modified the original object and I would like to put this new shape in place without changing my rig, or transferring weights or bones. I presume that best would be to put this before the rig deformer so that the bone deformer works on top of it? I am not sure how I should handle or approach this.
after creating Polygon Primitive Shape (dosnt metter what shape) if I scale the shape in only 1 of the axes and try to add subdevisions from the input my shape collapse
is there any way to change it? i dont remembering it was like that in earlier Versions of maya.
I've been trying to feel out the pipeline for creating HIK rigs and jumping back and forth between Maya and Motion Builder. In Mobu, there is a way to add prop joints to a character's definition, but I haven't found a way to do so in Maya.
What I have done, is created the joints as necessary, and then created custom controls that the prop joints are constrained to. It's a simple parent constraint, so nothing too tricky. However, when I go to File-> Send to Motion Builder, the joints that are constrained are offset from their proper positions by a distance similar to their offset from the origin of the scene. The only way to get them back, is to turn off the effects of the parent constraints.
The controllers, and constraints transferred into Mobu fine, it seems. So I'm not sure where the discrepancy is. It would be ideal to be able to add these joints into the characterization step in Maya, to simply move them about with FK controls. What the best way to set this up would be? Is there a way to add prop definitions to a character in Maya?
While the original question remains, I found that the prop controls I had in my scene, were off from their proper positions, by the exact relative amount from the origin in the maya scene. Even though I froze transformations on the controls, coming into Mobu, they were put back on somehow. After selecting them, and setting their trans values to 0,0,0, they were put back into the correct position.
I know there is the insert edge tools, but I am looking to quickly add a variable number of edge loop either evenly spaced or sporadically space in one operation.
I'm coming from Lightwave3D so excuse me if I try to relate tools to it here.
I can delete every unused material except one in the Material Editor.I am trying to make the custom Material library and somehowI have got the Material I cannot delete. URL....
OK, so I know there are a ton of posts on here about resizing images in Photoshop (and I have read them all!), but I am still completely stumped! I use Photoshop CS6 and my workflow goes as follows: Open image in Photoshop, edit, change to 8-bit, change to srgb, change image size to 960 at widest side (scale styles, constrain proportions, and resample image checked), change to 72dpi, output sharpening. My outcome is to have images that are sized properly for Facebook (I have researched the correct dimensions) and come out CLEAR!! Mine however, always look pixelated/fuzzy. I see many other photographers images on Facebook and they are super clear and sharp.
I only have PS CS5. I made text logo with a transparent background for a website and saved it as a png. The person building the website can't seem to resize it without it becoming pixelated.
I have regarding showing pixels on an image? I want to do a series of images that are sharp in the centre and display no pixels (ie a 'normal' sharp photographic image) but that gets more and more 'pixilated' towards the edges so the the size of the pixels increases towards the edge until they are very obviuosly pixelated. I've tried using the mosaic sub filter but that leaves all the visible pixel 'blocks' the same size and I want them to get bigger towards the edges.
I have created a background on photoshop which prints out fine but when I view it on the screen on view it in flash where I want to use it for a background, the edges are all pixelated, my dimesions are 16:9 so I did 16cm by 9cm.
I've switched my site over to a Wordpress publishing system and am working on modifying one of the themes. I want to incorporate the old pixel design of my site. On the header image I used a Photoshop Tutorial to achieve the effect I wanted. I have since misplaced the tutorial and cannot locate information on how to repeat the desired "cross stitched pixel" effect.
I'm having a problem with excessive pixelation when using photoshop filters and masking. I've done this process 100's of times, and now this editing technique is creating patches of pixelation. Technique wise, I am on a second layer; I've applied the diffuse glow filter; then I mask the layer; select specific areas I do not want glowed; feather the selection; and then I brush away the effect from my selection. Results wise, the feathered areas and the brushed away areas appear to have holes or patches of the background layer coming through. Usually this is a smooth transition look. Now it's patchy and overpixelated somehow. I'm getting the same affect if the picture is jpg or psd. It is also doing it with just basic curves.
When I print this out or increase the size of the document on my screen, the text is VERY pixelized. Even the larger text at the top. Is there a reason for this, and if so,
I upgraded to 3DsMax 2011 and still have some problems navigating the Slate Material Editor. I want to create a Mix material as the "first" material but I'm only able to double click on the Sample Slot to get a standard material in the "View1" as my "first" material. I am able to create a "Mix" node here, but it has to be connected to the "Standard" material and this makes it so that i can not drag the material in to the "Environment and Effects" tab as my "Environment Map".
When i go back to the "Compact Material Editor" (which waists time), I can select the Standard icon but "Maps" is not available in the "Material/Map Browser" when i right click on an open space.
Im on Max 2011 with sp1 and the latest hotfix installed, working with vray 1.5 sp5. When i try to re-set mu material editor (compact not slate) i get the folllowing error message
"Runtime error: cannot assign undefined to material editor slots" and a Macro_media utilities window opens with the following script
macroScript clear_medit_slots enabledIn:#("MAX", "VIZ") category:"Medit Tools" internalCategory:"Medit Tools" ButtonText:"Reset Material Editor Slots" tooltip:"Reset Material Editor Slots" [code]....
I'm not a scripter but it seems that there is no material defined to place into the slots on re-set. I've recently had a problem with my material editor not giving me acess to slate as i had loaded up my 2010 menus into 2011 but i've since re-installed max and vray and am still getting this.
I have this problem in X4 and also in X5. When I load MP4 files from my HD camcorder I can preview the clips fine. When I drop them into the timeline, and play the project, the clips are mostly pixelated. When I open other projects that I created in X4 last year using the same type type of mp4 files, I see no pixelation in the project preview. All of these mp4 files are using smart proxy.
I am using a trial version of Videostudio Pro X3 and am experiencing some difficulty producing good quality DVD's & video files (via share->Create Video File).
My original video has been captured from an 8mm camcorder and is good quality. The file type is MPEG-2 TS Video & is 2.2GB.
If I import it into the timeline, select Share->Create Video File->Custom and set the video data rate to 8000kps my resulting mpg file has overall good quality but there are some very jerky movements and pixelation.
These are not present in the original mpeg-2 file. I get a similarly poor result if I select Share->Create Disc which starts up DVD Factory and burn a disc
However, if I have nothing in my timeline and select Share->Create Disc which starts up DVD Factory, add media, selecting my MPEG-2 TS Video file and then burn a disc. The resulting disc is excellent quality with no jerky movements or pixelation.
However, this isn't much use to me because I want to edit my video but seems to prove that something strange is happening in VideoStudio Pro X3 or my use of it.