your cg Prob­lems solved

Jef­frey Glade, Lon­don

3D World - - CONTENTS - Syaw­ish A Rehman replies

Bake tex­tures, add am­bi­ent oc­clu­sion and much more

First things first, I know this has been cov­ered by Greyscale­go­rilla for Cin­ema 4D but not Maya, so that’s what we’ll con­cen­trate on. In Maya, this is much more dif­fi­cult than C4D be­cause C4D is built for mo­tion graph­ics, so uses in­stanc­ing ge­om­e­try, which is a bit of work in Maya.

The first thing you do is cre­ate a ge­om­e­try. I’m go­ing be us­ing a sim­ple torus for this. To make copies of that, sim­ply du­pli­cate it; don’t over-com­pli­cate things with stuff like par­ti­cles. You CAN use par­ti­cles but I would ad­vise against it be­cause they’re a bit dif­fi­cult to tex­ture prop­erly since their UVS are a lit­tle off and also, they’re dif­fi­cult to ren­der with V-ray. So cre­ate a torus, then make about 400 copies of it, ver­ti­cally stacked.

We have to re­mem­ber some­thing re­ally im­por­tant. Make sure all of your ob­jects are in a com­mon 0 to 1 UV space. I’ll talk more about this in the fol­low­ing steps. A sim­ple method for this type of ob­ject would be to com­bine them into one ob­ject and un­fold the UVS. That way all of your ob­jects will share a 0 to 1 UV space. Then, sim­ply sep­a­rate them into ob­jects and

you’ll have all your ob­jects sep­a­rate, but in a com­mon UV space. Be sure to keep some dis­tance be­tween the bowl (or what­ever they’re go­ing fall on), oth­er­wise the sim­u­la­tion looks weird be­cause they all fall in an un­nat­u­ral way.

We’re go­ing to be us­ing Bul­let Physics en­gine for this be­cause Maya’s legacy en­gine doesn’t work well with a large num­ber of ob­jects. So, se­lect the torus (or what­ever your par­ti­cle of choice is) and set to Dy­namic Bod­ies or Ac­tive Rigid Bod­ies, what­ever the ter­mi­nol­ogy is, in your Physics en­gine. Make sure that, if you’re us­ing Bul­let, you put it into a set of Rigid Bod­ies. That way, you’ll have the torus be­come one ob­ject, which is eas­ier to deal with. Then, we’ll set the bowl to Static Body or Pas­sive Rigid Body. Run the sim­u­la­tion and you’ll see where each torus falls. Once you’ve run the sim­u­la­tion, cache it to make sure it doesn’t change after mul­ti­ple sim­u­la­tions. Then it’s on to tex­tur­ing, where we’re go­ing to project the tex­ture on top of our ob­jects.

make sure all of your ob­jects are in a com­mon 0 to 1 UV space.

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