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Mars Rover
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Maya Feature Displacement
Many of you may be aware of this but for some it may be helpful someday. While working with displacement maps in Maya if at some point in time you need to see the actual displaced geometry in viewport then you can use convert “Displacement to Polygons” command found under Modify > Convert > Displacement […]
Combined matte pass using writeToColorBuffer
Here’s a way to output single matte pass for multiple objects/shaders using writeToColorBuffer node in Mental Ray. This is handy in situations when you want a combined matte pass for various shaders applied to multiple objects. For e.g: say you have a room where roof comprises of various elements like main roof, fan lights, false […]
Get selection’s shader
There are times when you want to quickly select the shader applied to the selected object rather than switching between various tabs in the Attribute Editor or going through the numerous shaders in the Hypershade. You can use the following mel script to automate this task. [cpp] string $shaderName[] = stringArrayRemoveDuplicates( ls("-mat", listConnections( listConnections("-type","shadingEngine",`ls -sl […]