You can change the color of the lightning mainly by changing the color of the Incandescence on the lightningOrange1Shader node. Use these as a starting point for your own tweaks. Under Halo attributes, set Halo intensity to 1.0 and Halo spread to 0.1. Under Glow attributes, set Glow intensity to 0.5, and Glow spread to 0.035. The first thing you should do immediately is turn off Auto Exposure. Giancarlo uses MASH for distribution and random placement of the vegetation elements, foregoing MASH’s world node. Creating a galaxy in Maya using Paint Effects Karianne Collinge, updated 10 years ago 22,782 views Rating: 3. Assets like these are used by Giancarlo and prepped as stand-ins for Arnold. In the hypershade, select the Shader Glow node, and look at its attributes in the Attribute Editor. Paint FX can be converted into polygon objects with some control over the level of details. Now you have two clusters to move the curve points of the lightning.įinally, let's fix the look of the lighting. Select one of the curve's CVs and do Create Deformers -> Cluster. Now it's kind of irritating to have to get into component mode every time you want to move the lightning, so use Clusters to transform the curve CVs individually. Push play in the timeline - it's still animates fine! Increase the Scale to increase the size of the lightning geometry and reduce the stretching effect. Increase the Dropoff Distance if any part of the lightning is "sticking" to its original position. Select your curve1, and in the Attribute editor select the wire1 tab to get attributes for the wire1 deformer. There might be some issues with the deformer, depending on your default setup. Now you have a curve whose 2 ends can be used to place your electricity effect. Then select the curve1 curve (the wire deformer), and press enter. In the outliner, select the strokeShapeLightningOrange1Surfaces group node (the surfaces to deform), and press enter. Under the Animation menu, do Create Deformers -> Wire Tool. Now place two points for the curve, and move the control points to the two ends of the lightning. Do Create -> EP Curve Tool options, and in the options select a Linear curve degree. A quick, dirty way of creating source and end "locators" is to use a control curve. You can try to approximate the look of the original lightning bolt by tweaking the Shader Glow attributes (more on that later).Īs geometry, you can do now manipulate it with deformers. Maya Guy 11.8K subscribers Maya tutorial on creating detailed objects that we can paint onto surfaces and render with Vray using Mayas paint fx tool. Render again, and it will look slightly different, but at least you can now render in mental ray (Be sure to set the anti-alias settings high enough or you will get breaks in the thin geometry - easiest way is to just use the Production quality preset). Select the paint effect stroke, and do Modify -> Convert -> Paint Effects to NURBS. The first step to a more interactive lightning effect is converting to geometry. This is irritating because, by default, the "source" end of the lightning is at this opposite side. Some limitations are immediately obvious: you can't render in Mental Ray, you can't deform the lightning in any way, and, probably worst of all, you can't easily control the opposite side of the paint effect that is not attached to the curve. Play your time line, and you'll see it's already set up for electrical animation. Render this in Maya Software, and you get a nice stroke of lightning. Now in the viewport, draw a small curve, and a stroke of lightning will appear. In the Rendering Menu, do Paint effects -> Paint Effects Tool, then Paint effects -> Get Brush. Luckily, Maya provides tools to get around many of these limitations. However, this render time advantage severely limits the paint effects' capabilities. One of paint effects' greatest advantages as that they render extremely quickly as a post process. We went over this topic in 2,000 or so comments and there’s no way around garbage textures but to fix or replace them.Maya paint effects provides a fantastic, easy way of creating decent-looking electricity effects in a 3D environment. It’s probably gone now but the biggest thread in the entire Maya section on this site (the older version, anyway) was all about this very topic, only for mental ray. Low-resolution, no normal maps, etc… You’re going to want better image files than those. RGB files are garbage to begin with and you’ll never get them looking good anyway. Sorry if I sound harsh but it’s just part of the deal. If you’re going to be doing environment design and rendering, you’re going to need to be able to do this. There’s tons of free leaf and petal textures online if you don’t want to make your own but it’s really simple to make an alpha from an existing file. Your UV maps should be fine for things like leaves and flower petals, so just replace those image files with real ones. Yeah, the simple solution is to tweak those image files in Photoshop and “fix” them.
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