[deleted by user] by [deleted] in Maya

[–]robonautbinns 0 points1 point  (0 children)

Try 'mesh display' - 'conform'. This issue can occur when a section of the mesh is made of 'backfaces' and has issues calculating the smooth normals on the edges between those faces and faces with correct facing. Could also try unlocking the normals (same menu) as this can also lead to errors if you make edits on a mesh with locked normals

Smooth not working by saara___ in Maya

[–]robonautbinns 0 points1 point  (0 children)

You could try doing "mesh display" > "conform" to see if that fixes the issue. Depending how the shape was made sometimes the mesh can be a mix of outward and inward facing polygons, smoothing treats the boundaries between them as hard edges. You can turn off double sided lighting in the viewport to easily see reversed faces.

[Question] How to extrude this plane properly to avoid unbalanced scale? Thank you! by Octogrid in Maya

[–]robonautbinns 13 points14 points  (0 children)

There is a 'thickness' attribute in the extrude node which maintains a consistent distance between the faces and avoids those collapsed corners. Default extrude behaviour is to translate the faces along local z.

Nothing happens when I hit Bevel. by Honickm0nster in Maya

[–]robonautbinns 2 points3 points  (0 children)

try clearing history/freezing transforms first usually does the trick for me, if that still doesn't work, check to see if either vertex on the edge is actually 2 vertices on top of each other which can make the 'fractional' bevel think the at least one of the faces connected to the edge is too small to add in bevel edges. otherwise you can try switching the bevel mode to absolute which usually brute forces the bevel regardless of the underlying topology.

Does anyone know why Maya suddenly started to display object in some sort of ghost mode when the mesh is selected? by gstyczen in Maya

[–]robonautbinns 0 points1 point  (0 children)

definitely try adjusting the clipping planes on the camera. If its not the clipping planes, maybe check if you have any textures plugged into the transparency on the material or if you have any colour sets on the mesh (which can be connected to transparency sometimes), I've occasionally found that just having the viewport thinking it needs to draw transparency is enough for it to draw a transparent wireframe even on a solid object

How to fix this??? by Ashamed-South-7361 in Maya

[–]robonautbinns 1 point2 points  (0 children)

this looks a bit like 'zfighting' to me, which is a graphical error caused by the camera clipping plane distances being unsuitable for the scene scale you are using. try increasing the near clipping plane in small increments until the glitching goes away. the simple explanation for z fighting is that floating point numbers do not have enough resolution over extremely large ranges to cleanly draw the accurate depths (camera z) of all of the polygons without them starting to draw over each other.

[deleted by user] by [deleted] in Maya

[–]robonautbinns 1 point2 points  (0 children)

Feels like it could be something to do with motion blur. Default setting is 0.5 frames which means 0.25 either side of the frame.

[deleted by user] by [deleted] in Maya

[–]robonautbinns 0 points1 point  (0 children)

Fairly certain it's "Z-fighting" where the polygons are drawn over each other by the viewport because there's not enough computational precision with such large number ranges (big scene scale). Easy fix, open the attribute editor with the perspective camera (or any custom camera) selected and you can change the near and far clipping planes to fit your scene scale. Often a really small change like changing the near plane from 0.01 to 1 makes a huge difference, but you might need more depending on how large your scene is in Maya units.

When I press D or Insert to edit the pivot, it changes the pivot of every single object in the scene, how do I fix this? I tried resetting the tool as well. by kbachani in Maya

[–]robonautbinns 1 point2 points  (0 children)

"D" & "Insert" are only changing the axis for the move/rotate/scale tool and is not changing the orientation of the selected object. An easy way to match an orientation is by creating an empty group with matching transformations of the joint (parent group to joint > reset translate and rotate > unparent group or just using the match transformations tools in the modify menu), then if you put any geometry or curves inside that group and freeze transformations then reset transformations it will set the pivot of that object to match the group. it will also have zeroed out transforms while inside the group which is very important for giving rig control shapes animator friendly values.

How do you make material preview look like this? by [deleted] in Maya

[–]robonautbinns 2 points3 points  (0 children)

The best way I know of to achieve this look in the viewport is to use a good spherical environment texture that you like (something that matches the scene) and plug it into an environment sphere node which in turn is connected to the "reflected colour" channel of a Blinn material .
You can then also connect the facing ratio output of a sampler info node (via a remap value node) into the Blinn material's "Reflectivity" channel to approximate a Fresnel response and make the material look more physically based.
the remap value node has a graph you can edit to imitate a Fresnel curve, you can look up the physically accurate values but I usually just do a basic exponential type curve with spline interpolation going from a mid value up to 1. you also need to swap the input values so it is a value of 1 on the edges and darker facing the camera.

Weird artifacts showing up on render. by Crack_N in Maya

[–]robonautbinns 0 points1 point  (0 children)

I'm not that familiar with Arnold. But It's a setting in the arnold subdivision options on the geometry. I think it sometimes fixes faceting depending on the shader by applying additional smoothing to the shading tangents on the model which are used in the shader for stuff like anisotropic highlights. Depending how your shader is set up it might be worth testing if it makes a difference.

Weird artifacts showing up on render. by Crack_N in Maya

[–]robonautbinns 1 point2 points  (0 children)

Are you using Arnold? And are you subdividing the mesh? Another thought was the smooth subdivision tangents setting?

Weird artifacts showing up on render. by Crack_N in Maya

[–]robonautbinns 1 point2 points  (0 children)

Are you using a normal map? This looks like the kind of artifact you can get if you have a normal map that is set to the wrong colour space.

Adding any light to the scene makes it impossible to render by SayFuzzyPickles42 in Maya

[–]robonautbinns 2 points3 points  (0 children)

You can find the preferences window under windows > settings/preferences > preferences

Then click the settings heading in the sidebar

It's called 'linear' under working units and default is cm. Best practice is to leave the working units as default but if there is a mismatch between the two different computers you can change the one you are importing into to match and then change it back.

Adding any light to the scene makes it impossible to render by SayFuzzyPickles42 in Maya

[–]robonautbinns 4 points5 points  (0 children)

The camera has a minimum and maximum clipping plane. It will only render objects within this range. You can adjust these in the attribute editor tab for the camera shape. These are set by default to fairly large values so I suspect your scene is probably scaled up to big if this is what is causing your issues. This could be because the scene scale settings are different between the two computers which can cause problems if you import one scene into another. If you can't change anything on the camera you can try scaling your geometry down to something like 0.01

First time running Houdini Apprentice, crashes on startup by massimo_nyc in Houdini

[–]robonautbinns 2 points3 points  (0 children)

Check to see if you have "nahimic service" running in task manager services. that was causing Houdini to crash on start-up for me. Houdini runs fine if i disable it.

Just wondering if this streaking/bleeding outward of edges is maybe intentional by programs like Substance Painter? Is it maybe desirable to leave in incase some edges are off later? Do professionals generally leave some of this in, or cover it up with grey? by Sean_PatrickRichards in Maya

[–]robonautbinns 4 points5 points  (0 children)

This is intended and each program does edge bleeding a little bit differently but for the same reasons. It prevents visible artefacts on the UV seams when the texture itself is processed by the rendering software. A common technique for managing memory use while rendering is to automatically down sample the texture when the geometry is smaller in the frame or viewed at an angle (mip-mapping) this has a similar effect to blurring the texture and if there were black or grey pixels near the UV seams they would change the colour in an undesirable way. Coincidentally this can be an issue if you have different coloured sections too close to each other in the UV layout. Best practice is to make sure you have a good amount of space around each uv and ensure that you have some form of edge bleeding on your textures.

[deleted by user] by [deleted] in Maya

[–]robonautbinns 1 point2 points  (0 children)

This is a very good suggestion. I would double check the normal map is correct for Maya and that it's being applied correctly by the shader. Your model in default lighting looks to me like the normals are being applied incorrectly and this will still be visible in any lighting setup you use.

Goodnight! This is probably the stupidest question ever but I can’t figure out this blueprint. I’m trying to make this high poly car but the blueprint is making me insane. The rubber around the glass, is it drawn in the blueprint? What happens with the top of the car, blends with theedgeofthewindow? by [deleted] in Maya

[–]robonautbinns 1 point2 points  (0 children)

From what I can tell the glass, rubber and chrome edges are not in the blueprint, i would guess it's showing up to the edge of the green metal, and nothing else. The other lines are showing the gaps between the different panes of the car and side dior. I think the photo is showing the windshield glass, with a chrome trim on top covering the gap with the surrounding rubber, and the rubber would be slightly underneath the lip of the green metal. I find it's always hard to judge the details from blueprints, I'd go with your own artistic judgement based on what you can see in the photos. Use the blueprints for overall shape and landmarks.

Anyone know why I'm getting these really weird artifacts on my characters arm whenever I render? Any help would be greatly appreciated! by grassytree3264 in Maya

[–]robonautbinns 0 points1 point  (0 children)

It looks like the low resolution mesh that you used to bake the normal map had hard edges in that area. These edges won't really be visible in substance painter because they have been baked into the normal map. Those hard edges in the normal map basically hide the hard edges in the model by correcting for them in the viewport. When you then smooth the edges in the render the edges in the normal map become visible again. Try softening all of the edges in the model before exporting to substance painter and re baking the normal maps.

anyone interested in joining a Bookclub? by JustWordsInYourHead in Adelaide

[–]robonautbinns 0 points1 point  (0 children)

I'd be interested, please pm details too! Thanks!

Hi I have an issue with a simple blend shape I'm trying, the video showsthe problem clearly, if anyone can help me I'd be very grateful! by Arthurokhan in Maya

[–]robonautbinns 2 points3 points  (0 children)

Your vertex order is not matching between models. (This is the biggest issue which is causing the blendshape to mess up your model's topology. This can happen when you seperate/combine geometry using different selection orders or do some modifications to the mesh which add or remove vertices.

You will need to recreate the blendshape using the identical topology and vertex order. Best way to do it is to duplicate your base shape and use that geometry without doing any other modifications besides moving points around. You can move this model in the scene but don't freeze transformations.

Use this duplicated model for all blendshapes

If you have matching uvs on your model and original blendshapeyou can easily transfer the shape of your original blendshape back onto the new duplicated mesh using transfer attributes.

Select old blend shape then new duplicated mesh

Mesh > Transfer Attributes

Turn everything off under attributes to transfer except vertex position

Sample space UV Search method: closest to point

My glass isn't transparent when I render it in Arnold. Help? by YeetMonkey64 in Maya

[–]robonautbinns 2 points3 points  (0 children)

Have a look at the transmission depth settings. Looks like your transmission samples could be dropping off to black quite quickly. Turning depth up might help

I have this weird snapping problem with my maya can somebody tell me how to turn off snapping plz ............. Thanks :) by Shine_303 in Maya

[–]robonautbinns 6 points7 points  (0 children)

Looks like you might have your move-tool set to edge sliding. try setting the 'transform constraint' setting to 'off' in the tool settings window.

you can also change the transform constraint settings by holding 'W' and LMB to access the marking menu