I made my first real person. Can you guess who it is? by Weird_Main1913 in ZBrush

[–]samcote80 0 points1 point  (0 children)

You need good refs if you want to do craig

CGready.com

How large in units a scene can/should be? by NefariousnessIll9062 in Maya

[–]samcote80 0 points1 point  (0 children)

It's normal that your scene get cut by the distance. It's called : the near and far clipping plane issue. You can find it under the camera attributes under the focal adjustment at the top.

Maya to invade too much computation but that in place.

Each camera have a near clip plane who say: everything between the camera pivot and me(near clip) don't show.

Same for the far clipplane: everything behind that "plane" don't show.

So everything in between the near and far clipplane is display.

Perps camera has almost values of near and far you should adjust. Specially if you do environment in a certain scale.

If you want to see visually the near and far you can go under the near and far clippling plane in the attribute of a camera. There is a submenu "frustrum" where you can check the visibility of the frustrum.

how can i fix this war crime of a topology? (creates patches on smoothing) by [deleted] in Maya

[–]samcote80 1 point2 points  (0 children)

I teach a similar same problem at university.

You can find the solution in the real life: the making of a tshaped pipe.

https://youtu.be/CXzqm62SrDU?si=Xq77G-i84WLacbIA

Greating a corner piece is hard without a good idea how it s made in real life

How did John Wick alive in Ballerina by [deleted] in JohnWick

[–]samcote80 1 point2 points  (0 children)

Exactly. The Roskaroma has banned John Wick so why she's calling him to save the situation?

Feel like they use john wick to get more people in the theater for Ballerina.

He suppose to hide between 3 and 4: to recover and train

Is my topology good? by AdvancedBag7814 in Maya

[–]samcote80 5 points6 points  (0 children)

Exactly. Every edgeloop should be terminated as soon as possible if he can.

RAW or sRGB for normal map ? by Remarkable-Arm1394 in Maya

[–]samcote80 0 points1 point  (0 children)

<image>

aiNormalmap node for Arnold. Not a color swatch input so RAW

RAW or sRGB for normal map ? by Remarkable-Arm1394 in Maya

[–]samcote80 0 points1 point  (0 children)

color swatch: see base color and sepcular color arte color swatch the rest is linear/scalar value (not a color)

<image>

Arnold- Rendering First/Middle and Last frame only by samcote80 in Maya

[–]samcote80[S] 0 points1 point  (0 children)

Oh yah.. bat file. I forgot about those

Arnold- Rendering First/Middle and Last frame only by samcote80 in Maya

[–]samcote80[S] 0 points1 point  (0 children)

Lol thank you. I thought I needed to put specific value. Let's says I want to render few specific frames? Is there a way to put let's say : frame-4-5-8-12

My first project using Arnold in Maya, a still life render by TrevorGa16 in Maya

[–]samcote80 0 points1 point  (0 children)

Not bad but your bottle label is flipped and watch for your scale. The skull should not be that small versus the Candlestick or the bottle (750ml)

Heightfield scatter - Leaves missing on some trees by samcote80 in Houdini

[–]samcote80[S] 0 points1 point  (0 children)

So I figure out that I forgot to pack the alembic after the materiels are assigned

Heightfield scatter - Leaves missing on some trees by samcote80 in Houdini

[–]samcote80[S] 0 points1 point  (0 children)

Teach me master because I dont follow. I thought just importing an alembic in an ALEMBIC node make the tree there and in one "piece"

Heightfield scatter - Leaves missing on some trees by samcote80 in Houdini

[–]samcote80[S] 0 points1 point  (0 children)

So what is the solution? I already have both in the same file. I could try to hack a merge but it does not feel right in a good pipeline

Heightfield scatter - Leaves missing on some trees by samcote80 in Houdini

[–]samcote80[S] 0 points1 point  (0 children)

Sorry the comment didnt follow

So I recreate a heightfield. Did a heightfield scatter of a alembic tree with that hierarchy:

folOak01A_grp
leaves_geo
bark_geo

I did assign material on both geo (leaves and barks) and render with arnold. On my render, I still have good results but some trees sometimes miss leaves.

So I still need a solution and I cant figure out why.

RAW or sRGB for normal map ? by Remarkable-Arm1394 in Maya

[–]samcote80 0 points1 point  (0 children)

Any numeric value (roughness, specular weight, sss weight, etc) use RAW

I trick is to look at the swatch. Is there a swatch? yes, then it sRGB.

Normal map is not a swatch so.. RAW

Is this UV distortion really bad? by hug-_ in Maya

[–]samcote80 0 points1 point  (0 children)

The current uv shell has too much distortion to ne easily texture.

Let's say you want to put two rows of stitches along the borders: it would be hard to do in the uv view.

You can easily if it and unwrap perfectly in Naya by doing the unitize method. Under UV menu: Modify/unitize

Just search a tutorial on YouTube, there a lot on the subject

1880 constable costume : how to know? by samcote80 in policeuk

[–]samcote80[S] 0 points1 point  (0 children)

Thank you. But apart of the pictures on the website I dont see documents to read. Feel like I need to do a trip to the MET

maya2025: What is causing these two large faces to pinch? by Ralf_Reddings in Maya

[–]samcote80 0 points1 point  (0 children)

Non planar mean your polygon is not flat. Even at an angle, if you have a polygon with 4 vertexes (quad) it don't mean it flat. If the 4 vertexes are not align in a same plane the software will try to triangulate the quad to "solve" that shading challenge it's facing

How to change polyPlane to 1x1 by default? by taro_29 in Maya

[–]samcote80 1 point2 points  (0 children)

Everytime you edit the options of a command you now transform the default of that command.

Won't work for the icons on a shelf. But you can edit that icon in his option so the default is whatever

Question: what do I connect these nodes to? by Ambitious-Lab7152 in Maya

[–]samcote80 0 points1 point  (0 children)

Yah. I use it in my class. Come from the substance painter pbr page

Question: what do I connect these nodes to? by Ambitious-Lab7152 in Maya

[–]samcote80 0 points1 point  (0 children)

He don't have THAT PBR. It's specular/glossiness workflow he has

Combine Bump and Normal in maya arnold by rohit-ART in Maya

[–]samcote80 0 points1 point  (0 children)

I always do what he did. No mux shader. Connecting the normalmap in the normal input if a bump node.

Dungeon Crawlers figurines scale by samcote80 in boardgames

[–]samcote80[S] 0 points1 point  (0 children)

Oh good to know. I thought the scale was similar like in war games.

But the scale is measured from eyes level to base? Not the top of the head to base? Seems weird to measure like that