Author : winged doom


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killingpeople's Avatar
Old (#1)
Is there a way to render a spline like in max, in Maya 2009?

-kp
draw without greed
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pior's Avatar
Old (#2)
lol












(by the way, this not an "aimed at you" lol. This is a aimed at prehistoric programs LAWLZ)

You'll have to use good old extrude along path. There has been attempts at reproducing the 'renderable splines' functionality but none I saw working properly.

I even had a Maya tech guy telling me upfront "HAHAHA YOU DON'T NEED THAT ANYWAYS". Go figure ...

Last edited by pior; 01-21-2010 at 10:32 PM..
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killingpeople's Avatar
Old (#3)
I'd punch him in right in the god damn throat! ;)

Just curious. I can live without.

If I was to give such an excuse, as an artist, I wonder what kind of look I'd get ;p
"You don't need this art." "That's too hard and will take too much time, so..." ;)
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throttlekitty's Avatar
Old (#4)
Y'know, I was playing with Blender a while back, and found out you can use the scale tool on a spline. Kind of blew my mind to see polygons pop out just like that.
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MoP's Avatar
Old (#5)
Yeah the lack of this feature kills me in Maya. I used "renderable spline" all the time in Max, it's so handy.

Maybe I'll try a quick and easy script this weekend, it shouldn't be too hard, and if I aim for the Max functionality then people should like it
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Lamont's Avatar
Old (#6)
You can render curves in Maya. Use paint effects and Maya software render. A lot of features once you do it. When I get up in the morn, if you didn't find the solution on how to use Paint Effects and the curves I'll do a quick tut.
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MoP's Avatar
Old (#7)
Lamont, this isn't just about rendering, this is actually for stuff like using splines as source for lowpoly / highpoly meshes for export or use as game geometry etc.

It's super-fast for simple wires, pipes, anything cylindrical with bendy complexity basically. Much more user-friendly than having to Sweep / Extrude / Loft or whatever with making extra shapes and hooking them up - it's just a simple "radius" and "number of segments" setting on the spline itself.
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Lamont's Avatar
Old (#8)
Oh, in that case then, there is a pull down to turn the curve into geometry. The divisions of the geometry are based off the complexity of the curve. Also there are settings for twist and divisions. Then when you have the curve the way you like it, convert to polys Modify>Convert>Paint Effects to Polygons.

You want to customize the geometry, control+a and fiddle with the settings.

So now that I am out of bed:

Paint Effects>Curve Utilities> Attach Brush to Curves

From there you can change settings (control+a) and customize the curve how you need. There are a few tabs: StrokeShape and BrushX. Under BrushX (X is number)You can leave Brush type alone, but global scale can be bumped above the default. Brush Profile is obvious as is Twist. Mesh allows you to muk with the profile by changing the number of segments.

StrokeShape tab will give settings for density and I guess the 3DS Max term is sweep and there is also a setting for offset.

Then when you are done, again: Modify>Convert>Paint Effects to Polygons. And the result will be nicely UV mapped for you.

Last edited by Lamont; 01-22-2010 at 07:44 PM..
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MoP's Avatar
Old (#9)
Thanks Lamont, this worked great. Shame it's hidden away in just about the last place you'd look, for a very useful command...
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CheeseOnToast's Avatar
Old (#10)
Ahh, nice one lamont. I found if you get any twists in the mesh, switch "use normal" to on, and it fixes it. Could have done with knowing about this years ago.
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Lamont's Avatar
Old (#11)
Hahaha, yeah, well it's way too buried in Maya.
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beartraps's Avatar
Old (#12)
MoP, a script for this would be amazing, i'm sure a lot of people would use it.

The paint effects way is good, but to find the options for everything is a mission since there are literally hundreds of options to sift through.
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airbrush's Avatar
Old (#13)
I second the script request...used this all the time in max
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MoP's Avatar
Old (#14)
I don't think it needs a script, I think you just need to set that Paint Effects menu item as a shelf or marking menu item somewhere handy so you don't have to keep switching to the Rendering menu every time you want to make a renderable curve.

Once you've clicked that button, all the controls you need are easily accessible in the
Channel Box or Attribute Editor.

It even has a curve input for controlling the segment width at percentages along the curve... pretty handy.

I just wish you could assign a proper material to it... mine always come out solid black

Maybe I could look into a script just to build a mesh that you can assign a material to and still have it linked to the original curve.
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airbrush's Avatar
Old (#15)
True you can easily do that, but I meant something scripted with a small GUI for twist, sides etc...

Quote:
Originally Posted by MoP View Post
I don't think it needs a script, I think you just need to set that Paint Effects menu item as a shelf or marking menu item somewhere handy so you don't have to keep switching to the Rendering menu every time you want to make a renderable curve.

Once you've clicked that button, all the controls you need are easily accessible in the
Channel Box or Attribute Editor.

It even has a curve input for controlling the segment width at percentages along the curve... pretty handy.

I just wish you could assign a proper material to it... mine always come out solid black

Maybe I could look into a script just to build a mesh that you can assign a material to and still have it linked to the original curve.
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MoP's Avatar
Old (#16)
Quote:
Originally Posted by airbrush View Post
True you can easily do that, but I meant something scripted with a small GUI for twist, sides etc...
Nah, you're right, in order to assign a material you have to do Convert Paint Effects to Polys, although that leaves it linked which is good. I guess I could set up a simple GUI that does all those steps automatically.

This is the thing I find so frustrating about Maya sometimes, it has all the features I want, they're just scattered all around the UI in different categories, and usually completely un-linked in any sort of meaningful workflow.

Stuff that takes one or two clicks in other apps ends up taking about 6-10 in Maya just because you need to dig around in tons of completely unrelated menus... bah!
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elvis75k's Avatar
Old (#17)
use 3delight (it's free) and you'll be surprised about how curves are rendered
http://www.3delight.com/en/

..and paintFx too

Last edited by elvis75k; 03-11-2010 at 01:41 PM..
i'm late..
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airbrush's Avatar
Old (#18)
Quote:
Originally Posted by MoP View Post

This is the thing I find so frustrating about Maya sometimes, it has all the features I want, they're just scattered all around the UI in different categories, and usually completely un-linked in any sort of meaningful workflow.

Stuff that takes one or two clicks in other apps ends up taking about 6-10 in Maya just because you need to dig around in tons of completely unrelated menus... bah!
I couldn't agree more..:S
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MoP's Avatar
Old (#19)
OK, got a decent start on it tonight, hopefully I will have something worth showing tomorrow. With any luck I can make this just as easy as Max's renderable splines.
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airbrush's Avatar
Old (#20)
Awesome MoP...i'm sure all maya/previous max users will greatly appreciate this.
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claydough's Avatar
Old (#21)
Quote:
Originally Posted by elvis75k View Post
use 3delight (it's free) and you'll be surprised about how curves are rendered
http://www.3delight.com/en/

..and paintFx too
Exluna
( abandonware? )
I think I remember it werking on XP and getting good results/renders as well.

Edit: I jes remembered. My avatar was Exluna rendered and
I had a version of curves rendered as whiskers as well.
I was really happy with how that turned out. ( I'll try to dig it up )

Last edited by claydough; 03-12-2010 at 04:02 PM..
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beartraps's Avatar
Old (#22)
MoP, let me know if you need anyone to test the script, im running Maya 2009 on a mac.
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airbrush's Avatar
Old (#23)
Quote:
Originally Posted by beartraps View Post
MoP, let me know if you need anyone to test the script, im running Maya 2009 on a mac.
I can test as well maya 2009 win 7
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Mark Dygert's Avatar
Old (#24)
I haven't given the method Lamont outlined a try yet but how do the UV's look? I really like creating curvy spines that would be a bitch to unwrap traditionally. Using the Generated Mapping Coords check box in Max is great for this.

It's great if I can get usable geometry, its even better and saves a lot of time if its already unwrapped.

Or is there another way to unwrap a spline that is just as easy?

Last edited by Mark Dygert; 03-18-2010 at 09:23 AM..
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Lamont's Avatar
Old (#25)
Quote:
Originally Posted by Vig View Post
I haven't given the method Lamont outlined a try yet but how do the UV's look?
UV's come out nice and clean, easy to read if you need to edit.
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