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Found 3 results

  1. maya particle

    I have one question but its from Maya I have three emitters & only one particle system. I have attached the particles to all the emitters so what I want is each emitter have its own different particle lifespan, so is it possible with expressions.
  2. Hi, Recently I had to develop a method for Alembic Sequence files export from Houdini and Load Alembic Sequence files in Maya, I couldn’t find any solution for this problem at that time, so I decided to develop some Python script to do these tricks. Below you can find my tutorial and source files for abc sequence files Houdini to Maya. Hope you find this useful in your workflow. If you have any questions or anything feel free to replay here. Thanks, Mahesh MS. HELP_abc_sequence_files_Houdini_to_Maya.pdf abc_seq.zip
  3. Hello, I would like to ask you if there is some sort of equivalent to VEX in Maya. I am not experienced in Maya and I don't know all its functions. Recently I tried to do a simple task on geometry - to compute facing ratio between vertex normal and light direction, and then map the result to vertex color. Well, I managed to create simple MEL script and it works but it's extremly slow and inefficient when compared to similar solution in Houdini Also is there a solution to run this dynamically? (without need of clicking shelf button) Maya has some great nodes but I don't know how to extend them or create my own. Also many people tell me that a lot of studios have Maya centered pipeline and therefore its beneficial to have skills in Maya. Do you think it is worth trying to mimick Houdini functions in Maya? Here is mentioned MEL script. global proc facing(){ // facing ratio to vertex color // selection order: geometry, light float $start = `timerX`; // start timer string $prevTool = `currentCtx`; // record current tool string $sel[] = `ls -sl`; // selection to array int $nvtx[] = `polyEvaluate -v $sel[0]`; // number of vertices float $xform[] = `xform -q -m -ws $sel[1]`; // xform mtx from light vector $light = <<0,0,1>>; // init light vector var $light = pointMatrixMult($light,$xform); // mult with xform mtx $light = unit($light); // mormalize for ($i = 0 ; $i < $nvtx[0] ; $i++) { // iterate over all vertices string $vtx = $sel[0] + ".vtx[" + $i + "]"; // current vertex float $N_array[] = `polyNormalPerVertex -q -normalXYZ $vtx`; // return array of normals vector $N = <<$N_array[0] , $N_array[1] , $N_array[2]>>; // save first normal to vector var float $factor = clamp(0,1,dot($N,$light)); // compute angle between N and light vector polyColorPerVertex -g $factor $vtx; // assign vertex color } select -r $sel[0]; // select colored object string $pVtxTool = `artAttrColorPerVertexToolScript 4`; // initialize the paintVertex tool artAttrPaintVertexCtx -e -sao "smooth" $pVtxTool; // set it to smooth for ($i = 0 ; $i <= 6 ; $i++) { artAttrPaintVertexCtx -e -clear $pVtxTool; // smooth vertex colors } select -r $sel; // restore selection setToolTo $prevTool; // restore tool float $end = `timerX`; // end timer print ("\nnumber of processed vertices: " + $nvtx[0] + "\ntime to execute: " + ($end - $start) + "sec"); // print stats }