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	<title>mayzie &#187; Maya Scripts</title>
	<atom:link href="http://www.mayzie.net/category/maya-scripts/feed" rel="self" type="application/rss+xml" />
	<link>http://www.mayzie.net</link>
	<description>Techniques and workflows for computer graphics, heavily leaning towards V-Ray and Maya</description>
	<lastBuildDate>Tue, 13 Dec 2011 12:10:27 +0000</lastBuildDate>
	<language>en</language>
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		<item>
		<title>Panelize</title>
		<link>http://www.mayzie.net/maya-scripts/panelize</link>
		<comments>http://www.mayzie.net/maya-scripts/panelize#comments</comments>
		<pubDate>Fri, 28 Oct 2011 10:20:53 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Maya Scripts]]></category>

		<guid isPermaLink="false">http://www.mayzie.net/?p=2760</guid>
		<description><![CDATA[Very simple script, but useful for what it is. It&#8217;s basically just a prompt dialogue shortcut to thickness and offset. A very quick way to make panels, especially if you use linear subdivides in Maya with this multiple times. Unfortunately though, this requires Maya 2012 though due to the thickness attribute that was introduced. But [...]]]></description>
			<content:encoded><![CDATA[<p>Very simple script, but useful for what it is. It&#8217;s basically just a prompt dialogue shortcut to thickness and offset. A very quick way to make panels, especially if you use linear subdivides in Maya with this multiple times.</p>
<p>Unfortunately though, this requires Maya 2012 though due to the thickness attribute that was introduced. But this is a good thing as it is *much* more reliable than the translate z method of making objects thicker &#8211; thanks Autodesk!</p>
<p>Call script in MEL via &#8220;panelize&#8221; without quotes &#8211; it will work also on multiple objects selected.</p>
<hr style="width: 100%;" width="100%" />
<h1>Download</h1>
<ul>
<li><a href="http://mayzie.net/wp-content/downloads/MEL%20Scripts/panelize.mel" onclick="pageTracker._trackPageview('/outgoing/mayzie.net/wp-content/downloads/MEL_20Scripts/panelize.mel?referer=');">panelize.mel</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Edge Length</title>
		<link>http://www.mayzie.net/maya-scripts/edge-length</link>
		<comments>http://www.mayzie.net/maya-scripts/edge-length#comments</comments>
		<pubDate>Fri, 28 Oct 2011 09:37:11 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Maya Scripts]]></category>

		<guid isPermaLink="false">http://www.mayzie.net/?p=2745</guid>
		<description><![CDATA[Here&#8217;s an edge length script that will return the values of an edge(s) in metres and millimetres to the status line. Of course feel free to edit the MEL yourself to add in your own conversions as I&#8217;m too lazy to add in the imperial system! The nice thing about this over other edge scripts [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s an edge length script that will return the values of an edge(s) in metres and millimetres to the status line. Of course feel free to edit the MEL yourself to add in your own conversions as I&#8217;m too lazy to add in the imperial system!</p>
<p>The nice thing about this over other edge scripts is that it will round the decimals to 2 places making things a little cleaner &#8211; however to do this you will need both scripts in your Maya folder for it to work.</p>
<hr style="width: 100%;" width="100%" />
<h1>Download</h1>
<ul>
<li><a href="http://mayzie.net/wp-content/downloads/MEL%20Scripts/edgeLength.mel" onclick="pageTracker._trackPageview('/outgoing/mayzie.net/wp-content/downloads/MEL_20Scripts/edgeLength.mel?referer=');">Download edgeLength.mel</a></li>
<li><a href="http://mayzie.net/wp-content/downloads/MEL%20Scripts/roundoff.mel" onclick="pageTracker._trackPageview('/outgoing/mayzie.net/wp-content/downloads/MEL_20Scripts/roundoff.mel?referer=');">Download roundoff.mel</a></li>
</ul>
<div>Credits to Duncan Brinsmead for the roundoff procedure.</div>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Automatically Assign V-Ray File Path Cache</title>
		<link>http://www.mayzie.net/maya-scripts/vray-file-path-cache</link>
		<comments>http://www.mayzie.net/maya-scripts/vray-file-path-cache#comments</comments>
		<pubDate>Mon, 22 Aug 2011 11:29:26 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Maya Scripts]]></category>

		<guid isPermaLink="false">http://www.mayzie.net/?p=2687</guid>
		<description><![CDATA[Here&#8217;s some quick code so Maya will automatically fill out the tedious Irradiance Map Cache file name paths and Light Cache File paths for V-Ray. If you have customised your fileRuleEntry&#8217;s with, say a Custom V-Ray Cache rule. you can substitute this line of code with a fileRuleEntry if you have added one. Heres&#8217; mine: Just [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s some quick code so Maya will automatically fill out the tedious Irradiance Map Cache file name paths and Light Cache File paths for V-Ray.<br />
<span id="more-2687"></span></p>
<p style="text-align: center;"><img class="size-full wp-image-2713 aligncenter" title="vraycache" src="http://www.mayzie.net/wp-content/uploads/2011/08/vraycache.jpg" alt="" width="457" height="761" /></p>
<pre class="brush: mel; title: ; notranslate">
string $fileName = `file -q -sceneName`;
string $workspace = `workspace -q -rd`;
string $workspacevray = &quot;renderData/vray&quot;;
string $result = `confirmDialog
	    -title &quot;Assign Cache Paths&quot;
	    -message (&quot;Would you like to assign this as the correct cache path?\n\n&quot; + $workspace + $workspacevray +&quot;/&quot;)
	    -button &quot;OK&quot; -button &quot;Cancel&quot;
	    -defaultButton &quot;OK&quot; -cancelButton &quot;Cancel&quot;
	    -dismissString &quot;Cancel&quot;`;

	if ($result == &quot;OK&quot;) {

setAttr -type &quot;string&quot; vraySettings.imap_fileName ($workspace + $workspacevray + &quot;/&quot; + &quot;cache.vrmap&quot;);
setAttr -type &quot;string&quot; vraySettings.imap_autoSaveFile ($workspace + $workspacevray + &quot;/&quot; + &quot;cache.vrmap&quot;);
setAttr -type &quot;string&quot; vraySettings.autoSaveFile ($workspace + $workspacevray + &quot;/&quot; + &quot;cache.vrlmap&quot;);
setAttr -type &quot;string&quot; vraySettings.fileName ($workspace + $workspacevray + &quot;/&quot; + &quot;cache.vrlmap&quot;);
}
</pre>
<p>If you have customised your <a href="http://www.mayzie.net/?p=1357">fileRuleEntry&#8217;s </a>with, say a Custom V-Ray Cache rule. you can substitute this line of code</p>
<pre class="brush: mel; title: ; notranslate">string $workspacevray = &quot;renderData/vray&quot;;</pre>
<p>with a fileRuleEntry if you have added one. Heres&#8217; mine:</p>
<pre class="brush: mel; title: ; notranslate">string $workspacevray =`workspace -q -fileRuleEntry Vray`;</pre>
<p>Just remember to declare the &#8220;Vray&#8221; variable in np_getSecondaryProjectFileRules.mel by adding this simple line of code.</p>
<pre class="brush: mel; title: ; notranslate">(uiRes(&quot;m_np_getSecondaryProjectFileRules.kVRay&quot;)),     				&quot;Vray&quot;,      &quot;renderData/vray&quot;,</pre>
<p>and np_getSecondaryProjectFileRules.res.mel</p>
<pre class="brush: mel; title: ; notranslate">displayString -replace -value &quot;V-Ray&quot; m_np_getSecondaryProjectFileRules.kVRay;</pre>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Batch converting Max files to Maya</title>
		<link>http://www.mayzie.net/maya-scripts/batch-converting-max-files-to-maya</link>
		<comments>http://www.mayzie.net/maya-scripts/batch-converting-max-files-to-maya#comments</comments>
		<pubDate>Sat, 23 Jul 2011 05:11:43 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Maya Scripts]]></category>

		<guid isPermaLink="false">http://www.mayzie.net/?p=2665</guid>
		<description><![CDATA[Recently I worked on a project that required converting hundreds of models in 3DS .Max format to Maya. Instead of doing all this importing manually it&#8217;s obviously always better to script! To batch convert Max files to FBX within Max, use this script: To batch convert FBX into the Maya ASCII (.ma) format use this [...]]]></description>
			<content:encoded><![CDATA[<p>Recently I worked on a project that required converting hundreds of models in 3DS .Max format to Maya.</p>
<p>Instead of doing all this importing manually it&#8217;s obviously always better to script!</p>
<p><span id="more-2665"></span></p>
<p>To batch convert Max files to FBX within Max, use this script:</p>
<pre class="brush: plain; title: ; notranslate">
(
	local dir = getSavePath &quot;Pick a folder with .max files to convert to .fbx&quot; initialDir:(getDir #scene)
	undefined
	if (dir != undefined) do (
		local files = getFiles (dir + &quot;\\*.max&quot;)
		if (files.count &gt; 0) do (
			if (queryBox (&quot;About to convert &quot; + files.count as string + &quot; .max files to .fbx.\r\n\r\nContinue?&quot;) title:&quot;Continue conversion?&quot;) do (
				for f in files do (
					if (keyboard.escPressed) do (a
						if (queryBox &quot;Abort processing?&quot;) do ( exit )
					)
					loadMaxFile f useFileUnits:true quiet:true
					exportFile ((getFileNamePath f) + (getFileNameFile f) + &quot;.fbx&quot;) #noprompt
				)
			)
		)
	)
)
</pre>
<p>To batch convert FBX into the Maya ASCII (.ma) format use this script:</p>
<pre class="brush: mel; title: ; notranslate">
string $path = &quot;C:/temp/&quot;;
string $filelist[] = `getFileList -folder $path -filespec &quot;*.fbx&quot;`;
string $newFileList[];
int $cnt;
string $parts[];
for ($i=0;$i$cnt = `tokenize $filelist[$i] &quot;.&quot; $parts`; //strip out &quot;.&quot; from fbx suffix
$newFileList[$i] = $parts[0];
FBXImport -f ($path + $filelist[$i]) -t; //open the fbx file
file -rename ($path + ($newFileList[$i]+&quot;.ma&quot;)); //rename to .ma
file -f -save -options &quot;v=0&quot; -type &quot;mayaAscii&quot;; //save the .ma
file -f -new; //create a new scene
}
</pre>
<p>You&#8217;ll have to manually change the first line of the code above to match the directory where all your FBX files are stored. Always make sure to end the $path with a forward slash (/) otherwise Maya will not execute the script properly.</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Render View / V-Ray Framebuffer Shortcut</title>
		<link>http://www.mayzie.net/maya-scripts/render-view-framebuffer-shortcut</link>
		<comments>http://www.mayzie.net/maya-scripts/render-view-framebuffer-shortcut#comments</comments>
		<pubDate>Sun, 19 Jun 2011 12:26:33 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Maya Scripts]]></category>

		<guid isPermaLink="false">http://www.mayzie.net/?p=2546</guid>
		<description><![CDATA[Sometimes when using V-Ray I do not want to use the framebuffer (initial test renders mainly). However sometimes I do actually want to use it. I created this little shortcut to help out. Basically when I have &#8220;Use V-Ray framebuffer&#8221; checked, using this script will launch the framebuffer, if it is off&#8230;well just the default [...]]]></description>
			<content:encoded><![CDATA[<p>Sometimes when using V-Ray I do not want to use the framebuffer (initial test renders mainly). However sometimes I do actually want to use it. </p>
<p>I created this little shortcut to help out. Basically when I have &#8220;Use V-Ray framebuffer&#8221; checked, using this script will launch the framebuffer, if it is off&#8230;well just the default Maya Render window launches. </p>
<p>Pretty simple! </p>
<p>To call script, use the command &#8220;rlauncher&#8221;.</p>
<hr style="width: 100%;" />
<h1>Download</h1>
<p><a href="http://mayzie.net/wp-content/downloads/MEL Scripts/rlauncher.mel" onclick="pageTracker._trackPageview('/outgoing/mayzie.net/wp-content/downloads/MEL_Scripts/rlauncher.mel?referer=');"><img title="alignAxis" src="http://www.mayzie.net/wp-content/uploads/thumbs/melIcon.png" alt="alignAxis" width="40" height="48" /></a></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Manipulator Axis Orientation Shortcut</title>
		<link>http://www.mayzie.net/maya-scripts/align-axis-shortcut</link>
		<comments>http://www.mayzie.net/maya-scripts/align-axis-shortcut#comments</comments>
		<pubDate>Thu, 24 Mar 2011 09:41:14 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Maya Scripts]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Maya Tips]]></category>
		<category><![CDATA[mel scripts]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://www.mayzie.net/?p=2501</guid>
		<description><![CDATA[After getting a little tired of using Maya&#8217;s marking menus when changing the manipulator&#8217;s axis to &#8220;Set To Edge&#8221; or &#8220;Set To Face&#8221; all the time, I thought I might try creating a shortcut to speed things up. To use this script, just select a face or edge and run the script. Maya&#8217;s manipulator will [...]]]></description>
			<content:encoded><![CDATA[<p>After getting a little tired of using Maya&#8217;s marking menus when changing the manipulator&#8217;s axis to &#8220;Set To Edge&#8221; or &#8220;Set To Face&#8221; all the time, I thought I might try creating a shortcut to speed things up.</p>
<p>To use this script, just select a face or edge and run the script. Maya&#8217;s manipulator will automatically snap to the custom axis of whatever is selected. Much faster than the marking menu and it will also retain the selection.</p>
<p>It&#8217;s probably best to assign this script to a shortcut key as well for even faster use. I prefer to use alt + a (easy to remember as a = align).</p>
<p>To call the script use &#8220;alignAxis&#8221;.</p>
<hr style="width: 100%;" />
<h1>Download</h1>
<p><a href="http://mayzie.net/wp-content/downloads/MEL Scripts/alignAxis.mel" onclick="pageTracker._trackPageview('/outgoing/mayzie.net/wp-content/downloads/MEL_Scripts/alignAxis.mel?referer=');"><img title="alignAxis" src="http://www.mayzie.net/wp-content/uploads/thumbs/melIcon.png" alt="alignAxis" width="40" height="48" /></a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Texture Based Instancing In Maya</title>
		<link>http://www.mayzie.net/maya-scripts/texture-based-instances</link>
		<comments>http://www.mayzie.net/maya-scripts/texture-based-instances#comments</comments>
		<pubDate>Fri, 04 Feb 2011 12:37:04 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Maya Scripts]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[foliage]]></category>
		<category><![CDATA[Maya Tips]]></category>
		<category><![CDATA[mel scripts]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://www.mayzie.net/?p=2459</guid>
		<description><![CDATA[While I have previously mentioned a ray-cast geometry based instancing script, this script gets the same result but the process is very different. rvInstancer is a MEL script that will generate instances based on black and white areas of geometry that are painted by the 3D texture tool inside Maya. As a result I find [...]]]></description>
			<content:encoded><![CDATA[<p>While I have <a href="http://www.mayzie.net/?p=1187">previously </a>mentioned a ray-cast geometry based instancing script, this script gets the same result but the process is very different.</p>
<p>rvInstancer is a MEL script that will generate instances based on black and white areas of geometry that are painted by the 3D texture tool inside Maya. As a result I find it to be much more useful when it comes to large areas of instancing geometry (forests, grasslands etc..), rather than <a href="http://www.creativecrash.com/maya/downloads/games/c/sppaint3d" onclick="pageTracker._trackPageview('/outgoing/www.creativecrash.com/maya/downloads/games/c/sppaint3d?referer=');">spPaint3D</a> which I find to be better when accuracy or small areas of instancing is needed (street trees, cars etc). Both these scripts complement each other nicely.</p>
<p>Anyway, instead of boring everyone any further on how it works, check out the video from Robert Vari. I highly recommend this time-saving script!</p>
<p><iframe src="http://player.vimeo.com/video/17036375" width="480" height="360" frameborder="0"></iframe></p>
<p>For all the advanced people out there, there is also <a href="http://www.vimeo.com/16336958" onclick="pageTracker._trackPageview('/outgoing/www.vimeo.com/16336958?referer=');">SOuP </a>to check out.</p>
<hr style="width: 100%;" />
<h1>Download</h1>
<ul>
<li><a href="http://www.creativecrash.com/maya/downloads/scripts-plugins/c/rvinstancer" onclick="pageTracker._trackPageview('/outgoing/www.creativecrash.com/maya/downloads/scripts-plugins/c/rvinstancer?referer=');">rvInstancer (Redirects to CreativeCrash.com)</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>V-Ray Support for LayoutTools 2011</title>
		<link>http://www.mayzie.net/downloads/vray-support-for-layouttools</link>
		<comments>http://www.mayzie.net/downloads/vray-support-for-layouttools#comments</comments>
		<pubDate>Sat, 06 Nov 2010 03:10:02 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Maya Scripts]]></category>
		<category><![CDATA[layouttools]]></category>
		<category><![CDATA[mel scripts]]></category>
		<category><![CDATA[v-ray lights]]></category>

		<guid isPermaLink="false">http://www.mayzie.net/?p=2084</guid>
		<description><![CDATA[I have updated Autodesk&#8217;s LayoutTools 2011 script to support the generation of thumbnails using V-Ray. If you haven&#8217;t seen LayoutTools before, it is basically an invaluable tool from Autodesk&#8217;s Steven Roselle that does a great of organising your props and assets as thumbnails within the Maya UI (among other useful things). Take a brief look [...]]]></description>
			<content:encoded><![CDATA[<p>I have updated Autodesk&#8217;s LayoutTools 2011 script to support the generation of thumbnails using V-Ray.</p>
<p>If you haven&#8217;t seen LayoutTools before, it is basically an invaluable tool from Autodesk&#8217;s Steven Roselle that does a great of organising your props and assets as thumbnails within the Maya UI (among other useful things).</p>
<p>Take a brief look at it <a href="http://area.autodesk.com/blogs/stevenr/layouttools2011_for_maya2011_update" onclick="pageTracker._trackPageview('/outgoing/area.autodesk.com/blogs/stevenr/layouttools2011_for_maya2011_update?referer=');">here</a>.</p>
<p>By default, LayoutTools only supports the Hardware Renderer, mental ray and Maya&#8217;s native Software Renderer to generate its thumbnails. To add V-Ray support, we have to replace some scripts with the ones in the zip file below.</p>
<hr style="width: 100%;" />
<h1>Update (24th November 2010)</h1>
<p>I have updated the script as I had found some errors with my original script.</p>
<p>If you have downloaded this script <em>before </em>the 24th of November 2010 I suggest to update as I have fixed the following.</p>
<ul>
<li>When generating icons, Maya&#8217;s Render Window will no longer open upon every render</li>
<li>Defaulting to V-Ray &#8220;Adaptive DMC&#8221; instead of &#8220;Adaptive Subdivision&#8221;, so there should be a speed increase</li>
<li>Previously, the script would fail to render when a pre-existing &#8220;icons&#8221; folder was not found in the props directory</li>
<li>Lowered soft shadow sampling for faster icon generation</li>
<li>Made bucket size smaller for faster icon generation</li>
<li>A few other minor fixes</li>
</ul>
<hr style="width: 100%;" />
<h1>Instructions</h1>
<ul>
<li>First of all, make sure you have the latest version of <a href="http://area.autodesk.com/blogs/stevenr/layouttools2011_for_maya2011_update" onclick="pageTracker._trackPageview('/outgoing/area.autodesk.com/blogs/stevenr/layouttools2011_for_maya2011_update?referer=');">LayoutTools</a> and at least <a href="http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&amp;id=15407662&amp;linkID=9242259" onclick="pageTracker._trackPageview('/outgoing/usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112_amp_id=15407662_amp_linkID=9242259&amp;referer=');">Maya 2011 Hotfix3</a> installed (otherwise things might be a little buggy)</li>
<li>Once you have LayoutTools installed, download the zip file below and extract all the files inside to where you have LayoutTools installed</li>
</ul>
<p>Don&#8217;t worry about overwriting any files as I have included the original files in the zip file below, just in case you need them again</p>
<hr style="width: 100%;" />
<h1>Download</h1>
<p><a href="http://mayzie.net/wp-content/downloads/vray_support_for_layoutTools2011.zip" onclick="pageTracker._trackPageview('/outgoing/mayzie.net/wp-content/downloads/vray_support_for_layoutTools2011.zip?referer=');"><img style="border: 0pt none;" title="MEL" src="../wp-content/uploads/thumbs/zipIcon.png" alt="MEL" width="40" height="48" /></a></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Rendering Curves in Maya</title>
		<link>http://www.mayzie.net/maya-scripts/rendering-curves-in-maya</link>
		<comments>http://www.mayzie.net/maya-scripts/rendering-curves-in-maya#comments</comments>
		<pubDate>Fri, 02 Jul 2010 14:33:00 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Maya Scripts]]></category>
		<category><![CDATA[Maya Tips]]></category>
		<category><![CDATA[mental ray]]></category>
		<category><![CDATA[vray for maya]]></category>

		<guid isPermaLink="false">http://www.mayzie.net/?p=1847</guid>
		<description><![CDATA[One thing I really like about 3DS max is the ability to render curves natively. In Maya there are a couple of different ways of doing this, but unfortunately none are as easy as the checkbox in Max. Paint Effects Method The method I prefer is to select your curve and from Maya&#8217;s rendering menu, [...]]]></description>
			<content:encoded><![CDATA[<p>One thing I really like about 3DS max is the ability to render curves natively. In Maya there are a couple of different ways of doing this, but unfortunately none are as easy as the checkbox in Max.</p>
<p><span id="more-1847"></span></p>
<h1>Paint Effects Method</h1>
<p>The method I prefer is to select your curve and from Maya&#8217;s rendering menu, select <em>Paint Effects &gt; Curve Utilities &gt; Attach Brush to Curves</em></p>
<p>This will attach the default black Paint Effects brush to your curves. Make sure to share one brush so you can control the thickness of all these curves all at once:<em> Paint Effects &gt; Share One Brush</em></p>
<div id="attachment_1862" class="wp-caption alignnone" style="width: 480px"><img class="size-full wp-image-1862" title="curve" src="http://www.mayzie.net/wp-content/uploads/2010/07/curve.png" alt="" width="470" height="270" /><p class="wp-caption-text">Curves rendered in V-Ray for Maya</p></div>
<p>There are a few problems with this method though.</p>
<p>mental ray cannot render Paint Effects at all (despite Maya Software, V-Ray and 3Delight being able to).</p>
<p>If you use this Paint Effects method and want to render with mental ray, you will have to convert the Paint Effects into mesh (which can get quite messy and heavy, but there are not too many alternatives that we are left with).</p>
<p>There also may be a chance that some hard corners might bug out with this method. Although it is kind of rare, you can easily just bump up the Paint Effects resolution to fix it.</p>
<h1>Alternative QuickTube Method</h1>
<p>If you are using mental ray as your primary renderer, you could try running an old (but handy) mel script called <a href="http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/misc/c/xyquicktube/feature_requests" onclick="pageTracker._trackPageview('/outgoing/www.creativecrash.com/maya/downloads/scripts-plugins/modeling/misc/c/xyquicktube/feature_requests?referer=');">xyQuickTube</a>. It basically attaches NURBS cylinders to your curves.</p>
<p>While this is quite a heavy method, it works and it will render with mental ray.</p>
<div id="attachment_1872" class="wp-caption alignnone" style="width: 480px"><img class="size-large wp-image-1872  " title="curves2" src="http://www.mayzie.net/wp-content/uploads/2010/07/curves2.jpg" alt="" width="470" height="270" /><p class="wp-caption-text">Curves rendered as NURBS cylinders in mental ray</p></div>
<p>I&#8217;ve used this script on scenes containing DWG&#8217;s with thousands of  curves in it so it is pretty reliable. Just make sure to get a coffee or something with  those render translation times!</p>
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		<title>Raycast Geometry Instancer for Maya</title>
		<link>http://www.mayzie.net/maya-scripts/raycast-geometry-instancer-for-maya</link>
		<comments>http://www.mayzie.net/maya-scripts/raycast-geometry-instancer-for-maya#comments</comments>
		<pubDate>Sat, 20 Feb 2010 01:23:23 +0000</pubDate>
		<dc:creator>Mayzie</dc:creator>
				<category><![CDATA[Maya Scripts]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[instances]]></category>
		<category><![CDATA[python scripts]]></category>

		<guid isPermaLink="false">http://mayzie.net/?p=1187</guid>
		<description><![CDATA[I think this python script has become one of the most useful and reliable ones I have seen for quite a while!

spPaint3D is a replacement for Maya's inbuilt geometryPaint script. However, unlike Maya's basic geometryPaint, spPaint3D doesn't rely on UV mapping for meshes.

This means very reliable placement of your objects.]]></description>
			<content:encoded><![CDATA[<p>I think this python script has become one of the most useful and reliable ones I have seen for quite a while!</p>
<p>spPaint3D is a replacement for Maya&#8217;s inbuilt geometryPaint script. However, unlike Maya&#8217;s basic geometryPaint, spPaint3D doesn&#8217;t rely on UV mapping for meshes.</p>
<p>This means very reliable placement of your objects.</p>
<p>All you do is select your object. Select your Target mesh and start painting.</p>
<div id="attachment_1202" class="wp-caption alignnone" style="width: 480px"><a href="http://mayzie.net/wp-content/uploads/2010/02/spPaint3D_go.jpg" onclick="pageTracker._trackPageview('/outgoing/mayzie.net/wp-content/uploads/2010/02/spPaint3D_go.jpg?referer=');"><img class="size-medium wp-image-1202" title="spPaint3D_go" src="http://mayzie.net/wp-content/uploads/2010/02/spPaint3D_go-470x264.jpg" alt="" width="470" height="264" /></a><p class="wp-caption-text">Ready to paint Proxy Trees over the ground surface</p></div>
<div id="attachment_1205" class="wp-caption alignnone" style="width: 480px"><a href="http://mayzie.net/wp-content/uploads/2010/02/spPaint3D_painted.jpg" onclick="pageTracker._trackPageview('/outgoing/mayzie.net/wp-content/uploads/2010/02/spPaint3D_painted.jpg?referer=');"><img class="size-medium wp-image-1205" title="spPaint3D_painted" src="http://mayzie.net/wp-content/uploads/2010/02/spPaint3D_painted-470x264.jpg" alt="" width="470" height="264" /></a><p class="wp-caption-text">You can also randomize scale and rotation when painting</p></div>
<p>If you&#8217;ve ever seen the<a href="http://www.youtube.com/watch?v=xo8zPOS_1ds" onclick="pageTracker._trackPageview('/outgoing/www.youtube.com/watch?v=xo8zPOS_1ds&amp;referer=');"> <strong>videos for 3DS Max&#8217;s Object Paint</strong></a> feature, it is basically the same thing.</p>
<p>I have found it very useful for grass, bushes, trees, rocks, people (in Arch Viz), cars everything really!</p>
<p class="hr">
<h1>Download Link</h1>
<ul>
<li><a href="http://www.creativecrash.com/maya/downloads/games/c/sppaint3d" onclick="pageTracker._trackPageview('/outgoing/www.creativecrash.com/maya/downloads/games/c/sppaint3d?referer=');">spPaint3D (Redirects to CreativeCrash.com)</a></li>
</ul>
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