Maya HDRI Studio for Redshift
A video documentation on how to use the tool.
A video documentation on how to use the tool.
In this video, I explain some of the time-saving tricks in Maya that I kind very useful for my CGI work. There’s a lot in there that I think can save you some time too. On top of this list, there’s a fairly hard-to-explain MMB trick in the Maya timeline when animating, and that shall be the next video tutorial I’m going to tackle. Meanwhile, enjoy this list and I’ve also detailed them as a image-text tutorial below!
Quickly create cool shapes with this technique. Also useful for quickly populating a scene.
Select object, press Shift+D, do some transformations (rotate, move, scale), Spam Shift+D.
How does it work? When you press Shift+D, it starts “recording” the transformations you make from your original object, then next time and subsequent times you press Shift+D, it applies those transformations it temporarily stored!
Quickly access the last used submenu by MMB click on the main menu item.
Very useful when you like to work without clutter of floating menus, but want quick access.
I personally use this all the time for my Graph Editor. Also, I think it’s high time for the Graph Editor to be shipped with a hotkey by default. Alt+G will be nice!
Use the base mesh in the content browser to prototype or block out models. They can quite easily be utilized for cartoony models (where details are selective) and Maya 2022 makes auto topologizing easy with the new remesh and retopo algorithms! Very decent results I must say!
We often want to get minute control when adjusting values of each attribute. In the channelbox, simply hold down Ctrl, Nothing, Shift, for slow, medium and fast respectively. In the Attribute Editor, hold down Ctrl, and scrub in the input field with your LMB, MMB, RMB for slow, medium and fast respectively. Remember, “Hold Ctrl for Control!”
When you’ve a bunch of modelling or deformation history on your geometry, you’d have many tabs on your Attribute Editor. The material attributes are usually placed at the end of this stack and instead of fast-clicking the “>” button to reach the end, you can simply right click on those buttons and choose the node you’re looking for!
Developed this iridescent glass shader in Maya / Redshift based on IG @odddough ‘s request at work.
Here’s a tool to add filecache and file nodes to your selected node in SOPs geometry context. At Masonry Studios, we base our Houdini geometry caches and its version on the file name (which contains the version number) and the node name, which is the default in Houdini’s file cache node.
However avoid using the file cache’s “Load from Disk” option to load the geometry back in, because:
# Author: Ronald Fong # Date: 29 Sep 2021 # Usage: Add this as a shelf tool. With a SOP node selected, use this tool to quickly create a filecache and a cache node. # Feature 1: Names the cache nodes based on your selected node # Feature 2: File node will automatically be the evaluated absolute path of your filecache node selected_node = hou.selectedNodes() geo_node = selected_node[0].parent() name = str(selected_node[0]) filecache_node = geo_node.createNode("filecache", ("filecache_" + name)) file_node = geo_node.createNode("file", ("file_" + name)) file_node.setInput(0, filecache_node) filecache_node.setInput(0, selected_node[0]) geo_node.layoutChildren() filecache_node.setDisplayFlag(1) filecache_node.setRenderFlag(1) filecache_node.setSelected(1) filename = filecache_node.parm("file").eval() file_node.parm("file").set(filename)
Vellum and RBD both have the newer packaged workflows, and while it’s nifty on their own, I haven’t found a way to set up such that they can mutually affect each other properly in a single simulation.
Usually, we’d set this up in a custom dopnet using the multi-solver, but because of the way the packaged node’s geometry and constraints are group together, there’s no straightforward set up setting this up.
So here’s a quick and dirty (but efficient) way to fake the interaction between RBD packed simulation and a Vellum simulation.
The idea is to first mimic the movement we’d want of the interaction using just the RBD bullet solver. We feed that output to serve as a collisions geometry for another temporary Vellum solve, feed this temporary Vellum output back to a new RBD bullet solver for the final RBD simulation, and once again feed it back to a new Vellum solve for the final vellum interaction.
This multi-phase simulation approach yields decently convincing results. While it’s not technically accurate, it’s artist-friendly to utilise the packaged simulation nodes.
This screenshot of the node tree shows how Vellum and RBD packaged SOP level nodes feed into each other to arrive at the illusion of interaction.
I’m a Animation director who specializes in 3D Animation and Motion FX Design for short films and CGI commercials.
Here, I share my work and my thoughts about the industry’s creative, technical and business developments.
So, have a look around and please reach out if you wish to discuss, have a chat, or potentially work together.
[65] 9797 7124
ronald [at] ronald-fong.com
ronald-fong.com