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Messages - rowan

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16
Maya / Re: Draw errors when dealing with real world units
« on: August 22, 2011, 09:06:54 PM »
Yes these things seem frustratingly obvious in retrospect, still learning!

<3 Rowan

17
Maya / Draw errors when dealing with real world units
« on: August 22, 2011, 07:33:51 PM »
Here's something I first thought was a graphics glitch (I even reported it to pat at one point) but I've finally put a finger on it.

Basically if you're smart you make your scenes reflect real world units, the tools behave better, the dynamics perform accurately, you know inherently how large something should be. It makes life easier.

However the cameras don't like it, at least at their defaults. The first and most obvious thing you have to do is adjust your far clip plane as to not crop things but 10 metres away, fairly obvious, the second is less obvious, you must adjust your near clip plane to a more meaningful value, say 1 (1 cm from cam, very close indeed). The default value of 0.01 simply doesn't' work, scale your near & far clip planes proportionally.

Doing this will allow real world scale models without working your GPU too hard, default quality rendering doesn't artefact.

Peace!

<3 Rowan

18
Maya / Re: project set up screw up
« on: August 19, 2011, 06:06:31 AM »
Usually you should just have to rebuild your texture links to the source images folder, just deleting the path in the file nodes to leave sourceimages/whatever.tif. If it's more complicated than that, your scene is probably dodgy anyway and should be rebuilt. Export your geometry as .obj and import them into a fresh scene, and then rebuild your shading networks.

Don't forget to set your project first though!

<3 Rowan

19
Mac / Re: Don't rush to lion
« on: August 09, 2011, 09:46:00 AM »

20
Mac / Don't rush to lion
« on: August 09, 2011, 09:38:46 AM »
I'm sure lion's great and all that, but sit on it for a while, read the current official standpoint from Autodesk:

Compatibility statement
Important notice for Autodesk® Maya® 2012 software, and prior Maya version, users regarding the latest Apple® Mac OS® X operating system release, version 10.7 “Lion”. Testing Maya 2012, and prior versions of Maya, on the Mac OS X 10.7 operating system, has identified platform compatibility issues.

The issues:

    * Installing Maya on Mac OS X 10.7 may cause the installer to hang.
    * Operating Maya on Mac OS X 10.7 may cause stability issues.
    * When submitting a crash report while operating Maya on Mac OS X 10.7, may cause the crash error reporting system to hang.

If you upgrade to Mac OS X 10.7, you may encounter these issues. Autodesk recommends that users of Maya 2012, and prior releases of Maya, do not upgrade to the Mac OS X 10.7 until the compatibility issues have been addressed by Autodesk and Apple. Teams from both companies are working closely to resolve these issues and a notification will be issued once the issues have been addressed.

Note: As of this time, Autodesk® Maya® 2012 software has not been qualified to run on Mac OS X 10.7. Please consult the qualification charts for more information.


This is also the standpoint of Avid on Protools. A lot of people in fact are having a lot of trouble with the new OS, be patient, wait for the desperados to test it before making the move.

<3 Rowan

21
Television / Re: The Gruen Transfer back for Season 4
« on: August 06, 2011, 10:54:24 PM »
Win. Thanks Alex.

<3 Rowan

22
Modelling / Re: Splitting mesh with a projected curve
« on: July 25, 2011, 07:34:21 PM »
It is the right place but you'll need to be more specific with what steps you've tried and what's preventing you, if there's any kind of feedback from maya, perhaps in the script editor or the output window.

Is the curve you're trying to split the mesh with actually projected? Or is it just a curve? You first choose the curve, then the poly, then choose 'project curve on mesh', then select the projected curve (NOT the original curve) then the mesh and select 'split mesh with selected curve'. Assuming your geometry isn't corrupt it should work, inserting vertices for every cv point on the curve. If not try deleting history, freezting transformations and centering the pivot.

<3 Rowan

23
Rendering / Re: Viewport 2.0 DOF can entirely freeze your computer
« on: July 18, 2011, 04:06:59 PM »
Good link explains a lot, thanks. Labs seem to be fine, it's a mac os x issue.

<3 Rowan

24
Rendering / Re: Viewport 2.0 DOF can entirely freeze your computer
« on: July 17, 2011, 09:30:32 PM »
Just a hang, no message or BSOD, becomes unresponsive to task manager or force quit, forces a hard reset.

<3 Rowan

25
Rendering / Re: Viewport 2.0 DOF can entirely freeze your computer
« on: July 17, 2011, 05:58:56 PM »
It appears so, but I will have to test more thoroughly, but I've experienced the problem on ATI 5750, ATI 5770 and nVidia Quadro 1700. Will test the 1800's probably on Monday or Tuesday. I've also just installed hotfix 3 so I'll see if it's been addressed.

<3 Rowan

26
**edited**

Hi everyone,

I'd hate to be the bearer of bad news but while viewport 2.0 is significantly improved in Maya 2012, just be aware if you attempt to use DOF (if that camera has it active) and you viewport 2.0, you may not only crash maya, but also the entire computer. I've sent a formal report to Autodesk let's hope it's fixed in SP1.

<3 Rowan

27
Rendering / Re: Simplify command line scripts / cmd commands
« on: July 05, 2011, 06:35:17 PM »
This article covers the same kind of modification for terminal in Mac OS X, it works well.

http://www.macgasm.net/2008/04/10/adding-a-new-location-to-your-path-variable-within-terminal

As Pat said, take care to follow the instructions closely. I will add to my earlier post you can use the command 'PATH="C:/Program Files/Autodesk/maya/bin/Render.exe"' at the top of your batch scripts and after that you'd need only use the Render command without the full path in each line, I just depends how many batch renders you do a day.

<3 Rowan

28
Rendering / Specify all cores - mental ray rendering
« on: July 05, 2011, 12:55:05 PM »
By default mental ray defaults to use 2 threads for batch rendering. Be sure to modify this by selecting the rendering menu set, render, render option box and change the number of threads to suit your system, this is 8 in the main lab. Be sure to also change the batch render options under the same menu as these are independent of the interface render settings.

All computers in the lab will have to have this setting changed the first time if you are not copying your preferences folder from computer to computer or you will dramatically slow your render time. As a fail safe include the flag -n 8 in your scripts to force mental ray to use 8 threads (or whatever suits your system).

<3 Rowan

29
Rendering / Simplify command line scripts / cmd commands
« on: July 05, 2011, 12:00:37 PM »
If you've ever done any command line rendering on Windows before you'll notice that on most computers you have to specify the full path to Render.exe, as opposed to being able to simply call 'Render' from the cmd. This makes scripts a little long winded, harder to read and a bit fiddly. Other commands, system commands like msconfig or compmgmt are only one word commands because the environmental variables are set to check the system 32 directory (amongst others) for these commands - this is a windows system default. You can modify these environmental variables in windows to check the installation directory of Maya for commands from the cmd, so that you don't have to specify the full path ever again (on that system). Straight off the bat I will say this tutorial will not work in the labs because you will require administrator rights, I will email Pat about having this set up for the next image. For you home PC however;

Go to Control Panel
System
Advanced tab
Environment Variables
Under system variables locate the 'Path' variable, select it
Click edit
At the end of the entry add a value, ";C:/Program Files/Autodesk/Maya/bin/" without the "", and obviously specifying the directory in which Render.exe resides
The ; divides values in here
Hit ok twice

This simply changes the search path the cmd uses for finding commands and flags. Obviously the more values you add here potentially the more time it will take to search and find your command, but we're talking milliseconds. This will mean next time you type Render into cmd, or call this command in a .bat script, you will not need to specify the full path, Windows will check the directory you specified first.

E.g a typical script line;
"C:/Program Files/Autodesk/Maya/bin/Render.exe" -r file sickRender.mb
becomes
Render -r file sickRender.mb

As always, remember you must specify the Maya file's full directory, unless the .bat script is run from that directory or you cd (change directory) to that location prior to the Render command.

<3 Rowan

30
Rendering / Re: Batch rendering on Mac OS
« on: June 14, 2011, 12:04:07 PM »
Yes it appears I plagiarized your geometry, apologies  :P. As compensation you may use the video for your site, please embed it as a link to my site rather than embedding the source though.

This year I have changed the way I batch render. I used to specify all the flags etc. on every shot in the batch script itself. Nowadays, my approach is 1 maya scene = 1 shot, that is to say you would save out a file for every camera / every frame range. It just greatly eliminates room for error. In fact for Gob there were some particular passes / render layers that were a specific scene as well, this actually keeps maya more stable, once again, less things can go wrong. And as I mention in the tut, if you take care to specify the variables in the gui, you shouldn't need to specify any additional flags in the script.

The main thing for mac users using your program to note is the chmod issue, and the #!/bin/bash at the start, this because on mac os you have to specify the language you want to use for that shell script, because it comes with about 8 installed in the operating system, windows only comes with 1, so it can safely assume a default.

<3 Rowan

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