Raycast Geometry Instancer for Maya

Raycast Geometry Instancer for Maya

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.

All you do is select your object. Select your Target mesh and start painting.

Ready to paint Proxy Trees over the ground surface

You can also randomize scale and rotation when painting

If you’ve ever seen the videos for 3DS Max’s Object Paint feature, it is basically the same thing.

I have found it very useful for grass, bushes, trees, rocks, people (in Arch Viz), cars everything really!

Download Link

Comments

nice post. thanks.

simha

it was nice but . it was not able to duplicate with connections Cntrl+D.. not working. only intances..
DO u have any fix around.
I need to Duplicate Input connection bcoz i use mentalray proxies.. waiting for your reply ;)

Mayzie

Hi simha, yes unfortunately instances and input connections do not work with mental ray’s proxy system.

The best work-flow is to still instance your objects around everywhere, but right at the end you just connect the mip_binrayproxy node to all the new instances you just created.

The best way to do it is through this script (as you can perform connections on multiple objects at once):

http://www.creativecrash.com/maya/downloads/scripts-plugins/utility-external/misc/c/connectioneditorplus

So far I think this is the best solution, until Autodesk can fix this.

simha

Hi Mayzie
Thanks for the tip .. works likea charm
when i try to add my plants (xfrog plants converted to poly) it says
Does not compute (hierarchy too complex or whatever)

Mayzie

When you get that error message, are you using spPaint3D to spread out your xfrog plants everywhere?

I think it will only work if you make your xfrog plants into one mesh/object – spPaint3D will only work this way.

Just another limitation – that’s what working in 3D is all about….Limitations and workarounds. :)

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