I have a problem with the shader nodes in the outliner. I have Maya 2013 SP2(x64).
When im modeling, save, quit maya and open it again... sometimes i found a blank screen and i have to change the view to see my model, everything is in wireframe, my mental ray disappear and i have to load the plugin again and i found (Grey Icon) shader nodes in my outliner and i cant move them from there.
The "DAG objects Only" dont make them disappear, the optimize Scene dont work.How i can move them from there?
I'm using Maya 2011 and I'm noticing, there are transform nodes in the outliner hierarchy for my skeleton. Should these be deleted? Some of them delete cleanly and some of them delete taking the bone with them. ???
I am using a MacBook laptop without external mouse and on Maya 2013 I could select multiple outliner items with the CMD + ALT keys. Since Maya 2014, this does not work anymore. how I can multi-select ? (I am not talking about the SHIFT key because my items are not contiguous).
Why is maya 2012 and 2013 displaying shader group nodes in my outliner?
I have display only dag nodes checked! SG nodes are DG objects! I do not want them listed in my outliner they are just cluttering the outliner!
I have spent over an hour searching for how to make them stop being displayed and it's really starting to piss me off that something so simple is turning into an entire day of effort.
I am getting sick ans tired of having to wipe my Maya folder because some obscure option gets turned on and then there is no logical place to find out how to undo it! Every time I have to wipe my Maya folder costs me hours to rebuild my custom settings!
When I import an object with a SSS shader into my scene, it will randomly turn black and have no shader at all. If I go to hypershade and to reassign the sss shader, it has no effect. How can I import an object with SSS?
I am working on a scene in Maya 2011 as a Maya binary and can open the scene up in Maya 2012 as a binary without any problems. But, when I save the file in Maya 2012, I can no longer open it in Maya 2011.
I've read in the forums that I can save it as a Maya ASCII file and have better luck transferring between Maya versions but I cannot get Maya 2011 or 2012 to save the scene as a Maya ASCII file.
I get the following error: // Error: File contains unknown nodes or data. To preserve this information, the current file type cannot be changed.
I've tried "Ignore Version" on when opening and have deleted all all by type/non-deformer history but no luck.
I'm attempting to export out an animation clip and got the above error. A similar post years back and said it was a plugin issue. But nor sure which plugin I might have turned off.
By the way, Steps performed prior to"
Selected mesh and rig (contains IKFK nodes)> Generated character set "walk", ect Then while still selected, Edit>Keys> Baked Simulation Then from the graph editor and the character selected, File> Export Animation Clip....that's when I get the error.
I think I covered the steps correctly. Maybe I'm missing something?
You more experiance animators/riggers might be able to shed some light on this modeler.
I have a problem with the Illustrator file I was working on. I cannot open it, and the icon of the file is a bit opaque with a grey cross. If I try to move it, a message says that the file is unavailable. But still is not an empty file. This is the property window:
Also, I stopped working around 01.00, so I don't know why the last access is at 02.36.
he creates a cylinder where the side faces have only one subdivision, meaning each of the 20 side faces are a single rectangle with no subdivisions. Then he wants to add a subdivision around the entire cylinder. He clicks on a icon and touches one of the edges of one of the faces and there appears a subdivision around the entire cylinder. Not only that but he can take his mouse and move that ring up or down to whatever position he wants. In this case he moved it up close to the top to sharpen the resulting smoothing.
I cant find the icon in 2012. Where is the command to do this located?
How do I change the default toolbar background from dark gray to light gray in illustrator CS6? In the older versions, the toolbar backgrounds were light gray. It easier to read on light gray backgrounds. THe same question applies to Photoshop CS6. InDesign CS6 has light gray backgrounds.
My company is switching from ctb files to stb files. With the ctb file, we make concrete hatch with two layers. A top layer with the concrete hatch pattern and a background layer with a solid hatch patern. The ctb file concrete plots the concete hatch black and the solid background hatch light gray. I am using civil 3d 2013 and the hatch allows a seperate background color mask. I am trying to make all my concrete layers (Top of Curb, Curb Flowline, etc.) a certain color scheme, i.e. shades of green. I would like my on screen concrete hatch patern to be a green color with a gray background, but plot the concrete hatch black with a gray background. I can not figure out how to do this without making two layers. Is there a way to use one layer and utilize the background color mask to show on screen green and gray, but plot black and gray?
Example: CTRL+click on grey channel theoreticly (by my theory) make selection from white depending on its value. So cuting out must leave transparent greyscale image. But it don't (okey, it do, but changes black value):
The same selection inverted and filled with 100%K gives correct result: Is my "theory" about CTRL+click selection wrong? Becouse for my point of view, both ways should give same result.
I have set up an additional 4 machines as satellites to use with mental ray dbr.
While the test renders I have performed complete successfully, every time I run a distributed render, I receive the following errors:
LINK20.0 6 MB error 191007: cannot load .shaders_standardmentalrayshaders/SubstanceShader.dll, The specified module could not be found. LINK20.0 6 MB error 191012: Unable to load file: SubstanceShader.dll LINK20.n 9 MB error 191007: cannot load SubstanceShader.dll, The specified module could not be found. LINK20.n 9 MB error 191012: Unable to load file: SubstanceShader.dll
These are all installs of 3ds Max Design 2013, with Update 1 installed, and recently PU05 installed. All machines are running Windows 7 x64
I've checked the folders on each render node and they all have the SubstanceShader.dll installed and available. I tried setting the permissions on the AutoDesk install folder to "Everyone" having full access.
Can we have the ability to add pixel shader type code in a similar way to shake and lightworks?
This could alleviate the need to add more plugin Apis whilst allowing the ability to start to Build macro type functionality. Course we'd need access to cfx nodes as plugs to make it really powerful but given that so many pipelines these days are built around python, c, tkl and gto it's about time we got some programming capability in AD boxes.
This kind of thing: [URL]....
All's well that ends. That's why its called finishing.
I have a Multi-Material on an organic surface (see image below). The Bumps are created by a displacement-shader in an arch&design material. When I render it out, i get these artifacts. Of course I know where those are coming from and why. But i have no clue of how to get around them. I dont wanna use the Displacement Modifier because of polygoncount-reasons.
Why does a black through white gradient created in an RGB document have a B channel that differs from the R and G channels?
In 8-bit mode, only some of the "grays" have a mismatching B value and there seems to be more of them when the gradient is created by Gradient Tool than when it is a Gradient Fill layer. The difference seems to be 1 in the cases that I've seen.
In 16-bit mode, I see the B differ from R and G by 7 at black, gradually reducing to 0 at white.
Before someone says, "Why make a fuss about small discrepancies?", I'm asking why there is any difference at all.
After buying Photoshop CS6 Extended due to it's amazing 3D options I realized my videocard sucked because it is a CSU and not a GPU as required.So I looked up what the requirements are to enable the GPU options and it stated that it requires a OpenGL 2.0 and Shader Model 3.0.
I have been searching for a videocard that matches exactly that without any result (I live in a country the size of a peanut that doesn't sell a 2.0 and a 3.0).But I did find shader models of 5.0 and OpenGL 4.1 and I wanted to know if that is acceptable too.
Are the OpenGL 2.0 and Shader Model 3.0 the minimum requirements and can I go higher?Or will Photoshop Extended not enable that GPU option if I do go above the requested OpenGL 2.0 and Shader Model 3.0???
I'm wondering if there's a plugin to do a shader effect sort of like this photo. Something almost comic-bookish, using dots and such.I've looked briefly at the grid-based plugins, but haven't come up with anything solid.
I have some windows that i'm trying to simulate light coming from. I'm just assigning a constant shader to some polygons. The polygons are animated moving from a distance to the camera but i can't stop them flickering. Each window seem to take turns at turning itself on and off!
No FG in the scene, i've tried all the different filter types, set the sampling contrast to .01 and tried different options such as same sample pattern on all frames but i can't eliminate it.
When I loaded some photo actions into my new PSE11 it show only a generic icon in the effects palette, not the icon from the maker so it takes extra time to search for the action I need. How can I get the icon from the maker to show as the icon in the palette?
In both Photoshop and Illustrator the gray colors look brown. However, in Fireworks and other programs the gray colors look gray. Any color management settings to fix this?
I use a setup with Shader List (Volume) with two mists. One regular and one to blur out the horizon. After working on the scene for some time I notice that the shader list now contains eight copies of the last shader. I think I would remember if I did that. So, whats up with the shader list?