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Hi,
I'm interested in your python script for converting Max mia materials to Maya's (if I undersand it correctly). Do you sell it, share it or something else?
Thank you for any kind of response.
Best,
Srecko Micic
It wasn't a direct conversion of mia from 3DMax to Maya.
It was Mental Images file exported from Max, that was converted to presets for Maya.
and there is a chance you can share the script?
i tested your templates and there are some problems:
- they work with the (old) mia_material not with (new) mia_material_x, so you need to manually change all the mel and this is a little bit annoiyng
- there is some problem with the "spaces" in the templates names (example: Aggregate medium.mel), so you need to rename those files to make it work
I unable too share the script, but I am more then happy to run it on any Mental Images file.
I updated the files with all the extra white spaces removed from the file name.
I am not sure what you mean by "they work with the (old) mia_material not with (new) mia_material_x,"
Is that the white space issue, if not explain what changes need to be done so I can correct it
you have to change the startAttrPreset( "mia_material" ); in startAttrPreset( "mia_material_x" ); (the last is the maya 2008 updated shader with advanced output system and AO+colorbleed), if you want you can share two archives, one for the old mia_material and another for the mia_x
Done... the changes have been made and a new download is available for Advance Output
sorry for the basic question, but how do you ude these in maya, could you add a text file in the zip on how to run these, many thanks cruzz
Drop the files in the presets folder in your Maya's preferences. With the attribute editor open to a Mental Ray Shader, hold down the "Presets" button to select a preset.
I have installed your presets .mel's
1. Should the scene units be meter or can it be cm ?
2. Are their texture files from MAX presets ?
The texture files were property of Jeff Patton, you have to provide your own. As for Maya, the general rule is that changing Maya scale introduces weirdness. I believe scale in the mia material is mm, the scene is cm. But I haven't tested that. I know the SSS shader is in millimeters. So 10 = 1 scene unit by default.
How did you do this Brian?
I'm interested to know because there are many sites out there (mrmaterials.com for example) that would be great to translate 3DS mats to Mayan presets.
Thank you.
Jeff Patton created the presets which consisted of a single file with 58 different Max Presets that was distributed.
I wrote a small python script that converted the Max Shaders into individual Maya Preset files. Certain Max Presets shaders included files and various utility nodes that was not converted to Maya. Rather then creating new nodes and making connections, I simply gave them the default value.
If you remind me in May I can see if the files can be converted using my script. I'm moving across the country and don't have the time
Jeff Patton's file consisted of one very long ascii file that contain all the information for each 3D Max preset. My script simply extracted each preset and converted it into individual Maya preset files.
Hey Brian, I've been using these presets lately and they are GREAT. I have been getting a lot of questions about where to put them though. The easiest way I have found is to open maya and create a fluid container or particle system. Then save it as a preset called default fluid/particle. This will auto-magically create the attrPresets folder for the user. Then they can do a search for the folder.
On windows the default location is
C:\Users\"USERNAME"\Documents\maya\"VERSION"\presets\attrPresets
where "USERNAME" is the current user and "VERSION" is the current Maya version (ie. 2009-x64)
thanks AGAIN!
Hey Brian I love this script but I was wondering if it was possible for you to change it so that whenever there is a file that is suppose to be attached to a certain attribute you could tell maya to assign an empy file slot to it. Just to help us sort out where we need to plug the image files into. Thank you very much for these presets. I have just spent a great deal of time trying to convert JPs materials into maya ones and you have ssaved me a whole heap of time.
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