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Autodesk Maya tutorials

Showing tutorials 240 to 260 out of 661 Autodesk Maya tutorials.

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Freelance CG artist from Italy talked about this photorealistic render which created in maya

Modeling and Texturing Green Frog

Freelance CG artist from Italy talked about this photorealistic render which created in maya ...

Rated:*** with 611 hits  Added on: Dec 06, 2007

In this tutorial I will explain how to make ship in Maya using Nurbs curves  surfaces and poly geometry

Making a battleship in Maya

In this tutorial I will explain how to make ship in Maya using Nurbs curves, surfaces and poly geometry....

Rated:*** with 720 hits  Added on: Dec 06, 2007

Classic Oil Painting 3D Redux   Complete Tutorial on the Making of the Lady of Shalott

Making of the Lady of Shalott

Classic Oil Painting 3D Redux - Complete Tutorial on the Making of the Lady of Shalott...

Rated:*** with 706 hits  Added on: Dec 06, 2007

In this part 1 tutorial we will learn some tips and tricks on our way to model a volcano from scratch  So enjoy the lesson

Volcanic Eruption - Modeling

In this part 1 tutorial we will learn some tips and tricks on our way to model a volcano from scratch! So enjoy the lesson! ...

Rated:*** with 502 hits  Added on: Dec 06, 2007

Method to break Miss fast skin maya subsurface shader into render layer and compositing them in post

Breaking Subsurface Scattering into Render Layers in Maya

Method to break Miss_fast_skin_maya subsurface shader into render layer and compositing them in post. ...

Rated:*** with 920 hits  Added on: Dec 06, 2007

This tutorial shows you how to use render layers in maya for composition of the final image

Rendering in Layers in Maya

This tutorial shows you how to use render layers in maya for composition of the final image. ...

Rated:*** with 961 hits  Added on: Dec 06, 2007

modeling human toon from head until foot

full body modeling

modeling human toon from head until foot ...

Rated:*** with 729 hits  Added on: Dec 06, 2007

modeling human character from head  hand  leg  foot  and body

modeling human character

modeling human character from head, hand, leg (foot) and body..

Rated:*** with 1486 hits  Added on: Dec 06, 2007

Making an attractive woman is always a goal for most CG enthusiasts and here are the secrets

Secrets of Swimsuit Babe

Making an attractive woman is always a goal for most CG enthusiasts and here are the secrets ...

Rated:*** with 908 hits  Added on: Dec 06, 2007

This video tutorial shows you to take your 3D model from Maya and turn it into an active video game prop

Introduction of Custom Props

This video tutorial shows you to take your 3D model from Maya and turn it into an active video game prop ...

Rated:*** with 567 hits  Added on: Dec 06, 2007

how to modeling car   new minicooper

Car Modeling - New Minicooper

how to modeling car - new minicooper...

Rated:*** with 1882 hits  Added on: Dec 06, 2007

This is a step by steptutorial that explanehow to create

sport car - Nissan

This is a step-by-steptutorial that explanehow to create

Rated:*** with 1285 hits  Added on: Dec 06, 2007

how to modeling car   new minicooper

Car Modeling - New Minicooper

how to modeling car - new minicooper

Rated:*** with 908 hits  Added on: Nov 30, 2007

From our website  www tjgalda com    Skill level  intermediate    How do you query the colour in a ramp at any given point     Frustratingly  this isnt quite as simple as it sounds  Even the technical documentation from Autodesk states     Currently the routines to get the value of a ramp structure  with interpolation  are not available through MEL  which limits the use of this control by end users     So  we have to work around it in this case  We are able to sample the ramp and get back i how many colour entries there are  ii where they are in the ramp and iii  what colour they are  From that data  we can approximate fairly well what the ramp looks like  Lets build the tool for our example to do so on a relatively simple scale  You can add complexity later  but to keep things simple  were going to sample a simple ramp with two colours and a linear interpolation between the two colours  A ramp such as this mel code will create     Note  you can view all the mel on the website  www tjgalda com      Create the gradient using a ramp   string  tempName    shadingNode  asShader ramp    string  tj rampNode    rename  tempName tj gradientColour    string  tj rampWin    window  t tj Ramp Viewer tj rampWin    columnLayout   rampColorPort  node  tj rampNode   showWindow  tj rampWin     setAttr   tj rampNode    colorEntryList 0  color   type double3 0 988 1 0 8    setAttr   tj rampNode    colorEntryList 1  color   type double3 0 0 0 235    setAttr   tj rampNode    colorEntryList 1  position  1 0   removeMultiInstance  break true   tj rampNode    colorEntryList 2     showWindow  tj rampWin         Now that we have the ramp  we can gather information about the ramp  We need to determine where are they and what colour  create an array to catch each position and match the entry in the list of the ramp  Finally we will create an array to catch colour  use a vector array to maintain match in the list of the ramp     Where are they and what colour  Create an array to catch each position and match entry in list   int  entries    getAttr  size   tj rampNode  colorEntryList     vector  entry colour     for   i   0   i    entries   i          entry pos  i     getAttr   tj rampNode  colorEntryList   i   position     float  entryList colours      getAttr   tj rampNode  colorEntryList   i   color      entry colour  i        entryList colours 0   entryList colours 1    entryList colours 2             and print back the results  print   n entry pos   is n                  n     print  entry pos   print   nn                  n entry colour   is n                  n    print  entry colour          entry pos   is                      0  1                       entry colour   is                      0 988 1 0 8  0 0 0 235    In our example now  we can see that we have the two colour entries at 0 and 1  with the associated colour mix  Now we can work with some basic calculations to deduce what the colours are between  After we know the colour information  we can then begin to deduce what the ramp is like  The first step is to find the difference or delta between the two colours on each channel  From there  we can divide up the colour on regular intervals and determine what the exact colour is at any specific point on the map     This is a sampling step  How many intervals should we break the ramp into   int  step   20         Find the delta difference for each channel  Use temp vectors to get data out of the array easily  For our example to keep it simple  we can make some assumptions about where each entry is and what colours they are  We will assume only two colours  and that the first colour is brighter  Of course  one should build in robustness to remove these assumptions with true data     vector  tempTopV    entry colour 0    vector  tempBotV    entry colour 1      Use absolute to ensure its not a negative value  float  differenceR    abs  tempTopV x    tempBotV x     float  differenceG    abs  tempTopV y    tempBotV y     float  differenceB    abs  tempTopV z    tempBotV z           Divide up the delta per step  This is the amount of change per step that each colour travels   float  deltaStepR    differenceR    step   float  deltaStepG    differenceG    step   float  deltaStepB    differenceB    step         Now  start number    delta per step   the number of steps    end number  in other words  we have broken down what the difference can be at each interval  Finalize by building the arrays   float  colourStepsR     colourStepsG     colourStepsB      colourStepsR 0     tempBotV x    colourStepsG 0     tempBotV y    colourStepsB 0     tempBotV z         Each new step is the old step   the delta for that colour   for   i   1   i     step   i         colourStepsR  i     colourStepsR  i   1     deltaStepR    colourStepsG  i     colourStepsG  i   1     deltaStepG    colourStepsB  i     colourStepsB  i   1     deltaStepB        print   n                   n Colour intervals for R with a step of    deltaStepR    is n     print  colourStepsR   print   n                   n Colour intervals for G with a step of    deltaStepG    is n     print  colourStepsG   print   n                   n Colour intervals for B with a step of    deltaStepB    is n     print  colourStepsB           The results for our simple example are printed below  Of course  from here the complexity only increases  One needs to take in to account the type of interpolation  and the number of entries  but the procedure of sampling will all remain the same as outlined above     As you can see  its a lot of legwork for looking up a simple colour attribute         tj July 2006    Note  you can view all the mel on the website  www tjgalda com                             Colour intervals for R  with a step of 0 04939999878  is   0  0 0494  0 0988  0 1482  0 1976  0 247  0 2964  0 3458  0 3952  0 4446  0 494  0 5434  0 5928  0 6422  0 6916  0 741  0 7904  0 8398  0 8892  0 9386  0 988                       Colour intervals for G  with a step of 0 05  is   0  0 05  0 1  0 15  0 2  0 25  0 3  0 35  0 4  0 45  0 5  0 55  0 6  0 65  0 7  0 75  0 8  0 85  0 9  0 95  1                       Colour intervals for B  with a step of 0 02825000063  is   0 235  0 26325  0 2915  0 31975  0 348  0 37625  0 4045  0 43275  0 461  0 48925  0 5175  0 54575  0 574  0 60225        Note  you can view all the mel on the website  www tjgalda com    If you like this tutorial  or have ideas for other topics  let me know     tj

How to sample color at any given point in a ramp

From our website: www.tjgalda.com Skill level: intermediate How do you query the colour in a ramp at any given point? Frustratingly, this isnt quite as simple as it sounds. Even the technical documentation from Autodesk states: Currently the routines to get the value of a ramp structure (with interpolation) are not available through MEL, which limits the use of this control by end users. So, we have to work around it in this case. We are able to sample the ramp and get back i)how many colour entries there are, ii)where they are in the ramp and iii) what colour they are. From that data, we can approximate fairly well what the ramp looks like. Lets build the tool for our example to do so on a relatively simple scale. You can add complexity later, but to keep things simple, were going to sample a simple ramp with two colours and a linear interpolation between the two colours. A ramp such as this mel code will create: Note: you can view all the mel on the website. www.tjgalda.com Create the gradient using a ramp: string $tempName = `shadingNode -asShader ramp`; string $tj_rampNode = `rename $tempName tj_gradientColour`; string $tj_rampWin = `window -t tj Ramp Viewer tj_rampWin`; columnLayout; rampColorPort -node $tj_rampNode; showWindow $tj_rampWin; setAttr ($tj_rampNode + .colorEntryList[0].color) -type double3 0.988 1 0.8 ; setAttr ($tj_rampNode + .colorEntryList[1].color) -type double3 0 0 0.235 ; setAttr ($tj_rampNode + .colorEntryList[1].position) 1.0; removeMultiInstance -break true ($tj_rampNode + .colorEntryList[2]); showWindow $tj_rampWin; Now that we have the ramp, we can gather information about the ramp. We need to determine where are they and what colour, create an array to catch each position and match the entry in the list of the ramp. Finally we will create an array to catch colour, use a vector array to maintain match in the list of the ramp. Where are they and what colour? Create an array to catch each position and match entry in list. int $entries = `getAttr -size ($tj_rampNode+.colorEntryList)`; vector $entry_colour[]; for ($i = 0; $i < $entries; $i ++) { $entry_pos[$i] = `getAttr ($tj_rampNode+.colorEntryList[+$i+].position)`; float $entryList_colours[] = `getAttr ($tj_rampNode+.colorEntryList[+$i+].color)`; $entry_colour[$i] = >; } //and print back the results print ("n$entry_pos[] is n==================n"); print $entry_pos; print ("nn==================n$entry_colour[] is n==================n); print $entry_colour; $entry_pos[] is ================== 0 1 ================== $entry_colour[] is ================== 0.988 1 0.8 0 0 0.235 In our example now, we can see that we have the two colour entries at 0 and 1, with the associated colour mix. Now we can work with some basic calculations to deduce what the colours are between. After we know the colour information, we can then begin to deduce what the ramp is like. The first step is to find the difference or delta between the two colours on each channel. From there, we can divide up the colour on regular intervals and determine what the exact colour is at any specific point on the map. This is a sampling step. How many intervals should we break the ramp into? int $step = 20; Find the delta/difference for each channel. Use temp vectors to get data out of the array easily. For our example to keep it simple, we can make some assumptions about where each entry is and what colours they are. We will assume only two colours, and that the first colour is brighter. Of course, one should build in robustness to remove these assumptions with true data. vector $tempTopV = $entry_colour[0]; vector $tempBotV = $entry_colour[1]; Use absolute to ensure its not a negative value float $differenceR = `abs($tempTopV.x - $tempBotV.x)`; float $differenceG = `abs($tempTopV.y - $tempBotV.y)`; float $differenceB = `abs($tempTopV.z - $tempBotV.z)`; Divide up the delta per step. This is the amount of change per step that each colour travels. float $deltaStepR = $differenceR / $step; float $deltaStepG = $differenceG / $step; float $deltaStepB = $differenceB / $step; Now, start number + (delta per step * the number of steps) = end number, in other words, we have broken down what the difference can be at each interval. Finalize by building the arrays. float $colourStepsR[], $colourStepsG[], $colourStepsB[]; $colourStepsR[0] = $tempBotV.x; $colourStepsG[0] = $tempBotV.y; $colourStepsB[0] = $tempBotV.z; Each new step is the old step + the delta for that colour. for ($i = 1; $i

Rated:*** with 448 hits  Added on: Nov 20, 2007

From our website  http   www tjgalda com    How to make a fun pause screen using mel     TJ Galda  CG Supervisor    There are times when you may need to create a pause screen to entertain the users while you fetch something or do some work in the background  This is probably one of the more interesting times that you can make use of a gradient       This tutorial will show you how to create a screen that slowly turns green as the job is completed  Once the designated pause time is done  the window goes away and returns control to the user           The first step is to create a gradient or ramp node         Create the gradient using a ramp     string  tj tempName    shadingNode  asShader ramp      string  tj rampNode    rename  tj tempName  tj gradientColourTemp         After that  we need to set up colours  Were using a black ramp that fills to green  so we need three colours  A black to fill  a green to go to  and one that makes the transition         setAttr   tj rampNode     colorEntryList 0  color    type double3 0 2 1 0 2    setAttr   tj rampNode     colorEntryList 1  color    type double3 0 2 0 0 2    setAttr   tj rampNode     colorEntryList 2  color    type double3 0 0 0 2      setAttr   tj rampNode     colorEntryList 0  position   0 0     setAttr   tj rampNode     colorEntryList 1  position   0 0     setAttr   tj rampNode     colorEntryList 2  position   1 0       After that  we need to create a window and display the ramp to the user         create window    string  tj winName    tj winName      string  tj winTitle    TJ Fun Pause Screen      if    window  exists  tj winName       deleteUI  window  tj winName     string  tj rampWin    window  t  tj winTitle  wh 258 258  tj winName      columnLayout     rampColorPort  node  tj rampNode     showWindow  tj rampWin     Now we need to take control away from the user  and have something happen  As shown above  we achieve this by having our ramp slowly change from black to green and fill in  It can be all done with a simple loop  By slicing the counter smaller and smaller  the pause will increase  As noted in the comments below  were using a slice of 0 005         do timer by filling in ramp with greenfloat     tj i   0 0     while   tj i   1          float  tj newPos    tj i     setAttr   tj rampNode     colorEntryList 1  position    tj newPos     setAttr   tj rampNode     colorEntryList 1  color  0 2  tj newPos 0 2           the smaller this increment  the longer the pause       using 0 005 tends to get us in around 15 seconds     tj i    tj i   0 005     showWindow  tj rampWin            Thats all there is too it  All we have left is to clean up what weve done  Delete the window and ramp nodes                                                   15 seconds passed  all done pausing      kill window      if    window  exists  tj winName       deleteUI  window  tj winName         delete ramp    delete  tj rampNode     print  n          Finished pause screen           n        done      More tutorials also available at our website     http   www tjgalda com

How to make a fun pause screen using mel

From our website: http://www.tjgalda.com How to make a fun pause screen using mel. - TJ Galda, CG Supervisor There are times when you may need to create a pause screen to entertain the users while you fetch something or do some work in the background. This is probably one of the more interesting times that you can make use of a gradient. This tutorial will show you how to create a screen that slowly turns green as the job is completed. Once the designated pause time is done, the window goes away and returns control to the user. The first step is to create a gradient or ramp node: //Create the gradient using a ramp: string $tj_tempName = `shadingNode -asShader ramp`; string $tj_rampNode = `rename $tj_tempName "tj_gradientColourTemp"`; After that, we need to set up colours. Were using a black ramp that fills to green, so we need three colours. A black to fill, a green to go to, and one that makes the transition. setAttr ($tj_rampNode + ".colorEntryList[0].color") -type double3 0.2 1 0.2 ; setAttr ($tj_rampNode + ".colorEntryList[1].color") -type double3 0.2 0 0.2 ; setAttr ($tj_rampNode + ".colorEntryList[2].color") -type double3 0 0 0.2 ; setAttr ($tj_rampNode + ".colorEntryList[0].position") 0.0; setAttr ($tj_rampNode + ".colorEntryList[1].position") 0.0; setAttr ($tj_rampNode + ".colorEntryList[2].position") 1.0; After that, we need to create a window and display the ramp to the user. //create window string $tj_winName = "tj_winName"; string $tj_winTitle = "TJ Fun Pause Screen"; if ( `window -exists $tj_winName` ) deleteUI -window $tj_winName; string $tj_rampWin = `window -t $tj_winTitle -wh 258 258 $tj_winName`; columnLayout; rampColorPort -node $tj_rampNode; showWindow $tj_rampWin; Now we need to take control away from the user, and have something happen. As shown above, we achieve this by having our ramp slowly change from black to green and fill in. It can be all done with a simple loop. By slicing the counter smaller and smaller, the pause will increase. As noted in the comments below, were using a slice of 0.005. //do timer by filling in ramp with greenfloat $tj_i = 0.0; while ($tj_i < 1) { float $tj_newPos = $tj_i; setAttr ($tj_rampNode + ".colorEntryList[1].position") $tj_newPos; setAttr ($tj_rampNode + ".colorEntryList[1].color")0.2 $tj_newPos 0.2 ; // the smaller this increment, the longer the pause // using 0.005 tends to get us in around 15 seconds $tj_i = $tj_i + 0.005; showWindow $tj_rampWin; } Thats all there is too it. All we have left is to clean up what weve done. Delete the window and ramp nodes: ///////////////////////////////////// // 15 seconds passed, all done pausing //kill window if ( `window -exists $tj_winName` ) deleteUI -window $tj_winName; //delete ramp delete $tj_rampNode; print "n -=-=-=-= Finished pause screen. =-=-=-=- n"; //done More tutorials also available at our website: http://www.tjgalda.com .

Rated:*** with 353 hits  Added on: Nov 20, 2007

This video tutorial shows you to take your 3D model from Maya and turn it into an active video game prop

Introduction of Custom Props

This video tutorial shows you to take your 3D model from Maya and turn it into an active video game prop

Rated:*** with 1095 hits  Added on: Nov 20, 2007

Making an attractive woman is always a goal for most CG enthusiasts and here are the secrets

Secrets of Swimsuit Babe

Making an attractive woman is always a goal for most CG enthusiasts and here are the secrets

Rated:*** with 1072 hits  Added on: Nov 20, 2007

modeling human character from head  hand  leg  foot and body

modeling human

modeling human character from head, hand, leg (foot)and body

Rated:*** with 1752 hits  Added on: Nov 16, 2007

modeling human toon from head until foot

full body modeling

modeling human toon from head until foot ...

Rated:*** with 861 hits  Added on: Nov 12, 2007

This tutorial shows you how to use render layers in maya for composition of the final image

Rendering in Layers in Maya

This tutorial shows you how to use render layers in maya for composition of the final image. ...

Rated:*** with 598 hits  Added on: Nov 12, 2007

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I am going to show you that is quick and easy way to convert a picture in vector effect  Here we go

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In this tutorial  we will create many basic materials very useful explaining step by step what to do  This materials are plastic  wood  chromed metal  glass  metallic paint  water and velvet   We will use VRay  but this tutorial can be followed by another render engine users  as finalRender  Brazil or MentalRay

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Learn to model the McLaren F1  The fastest car in the world   This tutorial will cover everything you will need to start modelling your 1st car in 3DS MAX  It is one of the best step by step tutorials I have seen

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