Maya :: Export Specular And Ambient Occlusion Pass As FBX?
Sep 15, 2011
When executing Export Selection, is it possible to add a Specular and Ambient Occlusion pass onto the basic export (without a render through Maya Software or Mental Ray)? I am composting a model in Nuke and want some shading options for my model.
Whenever I open a part (or iam), the ground plane and ambient shadows are active. If I turn them off (on View tab, appearance panel) and exit the part, then reopen it again, the ground plane and ambient shadows are active again.
How do I save these appearance settings? Do I have to turn these off EVERYTIME I open a part?
with self illuminating materials, visible area lights, why would we still need a specular component in lighting?
case in point: create a visible area light on a glossy sphere and your reflection will not be sharp, rather it would be fuzzy. thus changing to a self illuminated plane and turning off specular in the area light.
Max Design 2014, Boxx Xtreme, Box RenderPRO, Win7Pro, K4000
This picture has reflective areas near the eyes and I do not like it. (particularly at the left side of the right eye). What is the best way to get rid of these reflections or specular highlights?
I've been a faithful photoshop user for quite some time now, but today I got wickedly impressed by this tiny software that features this awesome specular highlighting technique that photoshop does not do by default.This software is called "Art Text 2"H! I had prepared some image links but cause I'm so new I can't put them.[URL]...
As you can see, the bevel reflection is created using the specular information of the "sphere map". Furthermore the program allows you to change the sphere map highlights interactively, and even choose your own image sphere maps. This is just amazing, isn't it? Creating realistic metal text or things is just super easy with this. I think everyone of us has had problems doing realistic metal effects on photoshop, am I wrong?
In Photoshop you have the "bevel and emboss" style feature, and it works pretty well, but it isn't made for say: reflecting a window on the beveled text.Sphere maps are commonly used in gaming to simulate realistic reflection of 3d objects, and I can think of a million ways of using this technique on 2d. way of simulating this sphere map reflection on layers on Photoshop?
But no file is saved. No problem saving .mb to the same directory so it's not a folder-lock issue. I have tried uninstalling/reinstalling the complete Maya 2013 package but to no effect. I need to export to .fbx in order to get the exact camera position along with my geometry to modo.
Is there anyway to export an OBJ sequence from Maya 2012? I found an old script for it but it is not compatible with 2012. I want to be able to export an animated OBJ sequence to use in Trapcode Form as a base shape for a particle system.
i want to export my maya files to STL for rapid prototyping. I googled and found out that only plugins can export to STL format, i found out that a tool called multitool can it, i installed it, but how to make it work.
I tried going to File> export i saw a file format called STL_DCE, i'm not sure if this is the correct format of STL that i need.
i want to ask what can i use to export to STL so that i can send the model for rapid prototyping. And if there any requirement for the model for it to be sent to be rapid prototyped( like does it need to have any criteria )
I just recently downloaded maya. And I made a simple model for a game I am making. I am trying to export it to a .obj file, but when I go export, the .obj file type is not listed in the drop down file type menu. I have already enabled and objexport plugin with the plugin manager, and have tried restarting maya. The object I am trying to export is just a simple cube with a sloping face.
I'm trying to export a camera from maya to after effects. My null objects are coming in correctly but my camera is not. I've baked key frames but am still not having any luck. Look at my maya file and see if I'm not following the correct steps? up_wipe_camera_v01.3.zip
I am trying to export my hair curves from maya 2013 into rhino. I select my curves and try to export the selection and try to export as an .iges file. but maya is giving my an error.
I'm not looking to RENDER wireframe, I'm looking to export a model as ONLY a wireframe out and bring it into After Effects.
Essentially, I am trying to bring an .obj into After Effects using the plugin Element 3D. While I'm aware I can simply import the model as-is into Element 3D and use the wireframe texture that Element 3D comes with, I was wondering if it's possible to just export a model out of Maya in it's wireframe state. I wasn't 100% sure if the wireframe state was just a view or not.
Maya 2012: When I export to fbx all I get in the end result is the shape. No colors, no texture, nothing else. I've been through my two books and YouTube.
i created a text with the bevel option, then export it as OBJ but every time i try to open it in photoshop it crashes, what i want is to manipulate this text in after effects.
how to lay UVs for seperate objects into tiles so that when painting in Mudbox I can color each object without the color bleeding through UVs to other objects.
I tried resizing them within the UV space but this didn't work because I also need them to have a high resolution so I can get detail in Mudbox...
I basically want my UVS to look like they do in this picture...
I have a static curve in Maya and I would like to export the coordinates of the control points in a file that can be read in Matlab. This operation must be done several times so I would like to do it using a batch file and by making a link between maya and Matlab.How can I do it?
as a casual user of maya, i regularly import .iges files from other 3D modelling programs. in past versions (specifically maya 2011), the .iges import/export bundle was located under the plug-in manager; however, i cannot locate this in maya 2012.
I need to export FBX file with point cache but everytime I try it is the same error
"The FBX plug-in cannot export the Geometry Cache for the following reason(s): No set is selected for geometry cache export, the selected set is empty, or the selection set is applied to the shape node of the object instead of its transform node"
before that , I create my cache , and my set with all the geometry but after selecting and saving it as a presset my set just disapear. i need to do it on maya ... I have done it already on MAX and works fine.
PD: I have attached two images to explain better my problem, because my english is still poor.
Sent to Mudbox working fine and i can see all uvs and so on, however sent back to maya with UVS and textures giving me hard time, whatever i do it always send it to maya with black textures. I have 3 layers on normal,spec and diffue...