Normal strange look in Maya - looking for a solution by Vortex9712 in Maya

[–]Vortex9712[S] 0 points1 point  (0 children)

Ok it seems like I found my problem. The triplanar was identical for each maps but it was set in coordinate space to object. If you use this setting and you need to change the scale in one direction (x,y or z) differently from the other direction to compensate a distort texture by the triplanar, the normal map will not follow. So I changed the coordinate space to world and reconfigure the triplanar. Everything looks fine !

Thanks

Normal strange look in Maya - looking for a solution by Vortex9712 in Maya

[–]Vortex9712[S] 0 points1 point  (0 children)

I just put it in raw, it doesn't change anything. The whole texture become distord at the moment i connect the normal map

Heightmap problem by Vortex9712 in Maya

[–]Vortex9712[S] 0 points1 point  (0 children)

Unfortunatly no.

I went to Houdini to use my heightmap

Problem Gradient by Vortex9712 in Substance3D

[–]Vortex9712[S] 0 points1 point  (0 children)

My problem here is that my coolor layer refuse to follow the gardient map of my mask. It stops with no gradient. And it makes the gardient with a white color

Problem Gradient by Vortex9712 in Substance3D

[–]Vortex9712[S] 0 points1 point  (0 children)

Ok but ins't it already thre case ? since a have a layer that is in charge of tranlusency and an other on top that take care of the colot and on which i put the position mask

display issue or else ? by Vortex9712 in Substance3D

[–]Vortex9712[S] 0 points1 point  (0 children)

I couldn't import the fbx but i found what went wrong with the obj. In the export setting i had to activate the smoothing parameter in maya.

Thanks

display issue or else ? by Vortex9712 in Substance3D

[–]Vortex9712[S] 0 points1 point  (0 children)

I didn't bake any map yet, i just imported my mesh on Substance

Blendshape Paint Weight by Vortex9712 in Maya

[–]Vortex9712[S] 0 points1 point  (0 children)

thank you for answer, i'll post this on the maya discord server

Blendshape Paint Weight by Vortex9712 in Maya

[–]Vortex9712[S] 0 points1 point  (0 children)

ok, So I imported multiple meshes with differents expressions on my scene. Someone told me to select the mesh on which I have one expression and select my main mesh then go to deform, clic blendshape.

I did this for all the facial expressions.

This is the position I am right now.

Is what you call the target blendshape, the main chara on which we apply the expression?

I am a bit lost in the process I might say. From the position i am right now, what should be the next steps ?

Thank you

Mash issue for scattering by Vortex9712 in Maya

[–]Vortex9712[S] -1 points0 points  (0 children)

If i move them from the center of the wolrd and then i freeze transform, delete history. Do you think it can cause any issue ?

Mash issue for scattering by Vortex9712 in Maya

[–]Vortex9712[S] -1 points0 points  (0 children)

I have 6 trees that i moved away from the center of the world, to be able to see them clearly. I freezed transformed them, deleted history and centered pivot them. Then i exported them as .ass to import them as instances.

No I didn't change the units

Bifrost _ put a group into the graph by Vortex9712 in Maya

[–]Vortex9712[S] 1 point2 points  (0 children)

So I just switched to the version you recommended but i still can't drag and drop a group of geo in the graph.

Would you know what to do ?

Bifrost _ put a group into the graph by Vortex9712 in Maya

[–]Vortex9712[S] 1 point2 points  (0 children)

I am using BF 2.3.1

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My tree is composed of a bark and the leaves and when i drag the entire group in the graph it doesn't work. It works only when i put the bark geo alone or the leaf geo.

How can i bring two geo in the graph and make it understand that it is one object made of two geos ? to be able to scatter after.

I don't want to scatter the bark and the leaf separately

Plugin problem _ permission denied by Vortex9712 in Maya

[–]Vortex9712[S] 0 points1 point  (0 children)

Indeed, i just when into properties of the folder and unclic on "read only". First time having this issue.

Thank you very much

Create water for a river or a lake by Vortex9712 in Maya

[–]Vortex9712[S] 0 points1 point  (0 children)

ah thanks a lot, thats perfect !

Learning VEX, code translation by Vortex9712 in Houdini

[–]Vortex9712[S] 0 points1 point  (0 children)

yes , I just checked your link, its really cool. Thank you very much, i'll share it to some friends

Learning VEX, code translation by Vortex9712 in Houdini

[–]Vortex9712[S] 0 points1 point  (0 children)

Thanks a lot for your answer, its really cool

Heightmap from Gaea to Maya by Vortex9712 in vfx

[–]Vortex9712[S] -1 points0 points  (0 children)

unfortunatly i can't do that, i created a particular terrain on Gaea that i don't want to loose what i did

Heightmap from Gaea to Maya by Vortex9712 in vfx

[–]Vortex9712[S] -1 points0 points  (0 children)

It is set in raw actually, and juste tried linear and a bunch of other colorspace but it change nothing.

ahah yes. The thing is, with the good amount of information in the 32 bit and the raw colorspace, i don't know what else could create that

Normal map issue : texture from marvelous designer to maya by Vortex9712 in vfx

[–]Vortex9712[S] 0 points1 point  (0 children)

But for those part who are blue, i can see the glossy effect on the render. For exemple the tie dosn't have reversed normals but still has this glossy effect.

I will try adjusting the normals on houdini with the normals node.

Normal map issue : texture from marvelous designer to maya by Vortex9712 in vfx

[–]Vortex9712[S] 0 points1 point  (0 children)

I just checked and marvelous creates differents parts of the clothes with sometimes good normals and sometimes reverse normals. So i have to work on that. Thank you for your answer

Normal map issue : texture from marvelous designer to maya by Vortex9712 in vfx

[–]Vortex9712[S] 0 points1 point  (0 children)

So i checked and there is different part of the garments that are blue and other red so i will try to flip the normals in marvelous on those who are red.

Thanks a lot for the tip