y
procedural textures in viewport, too.
From: Morten Bartholdy
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
Sent: Wednesday, August 9, 2017 3:46 PM
Subject: Re: OTish - Maya equivalent to weightmap in Softimage?
Right, thanks Enrique. I
Right, thanks Enrique. I found that, but how do I actually get to paint values
into this set?
My apologies, but the documentation is not very helpful on this issue.
MB
> Den 9. august 2017 klokken 10:00 skrev Enrique Caballero
> :
>
>
> Morton,
>
> Try Vertex Color Sets.
>
> We found that
Morton,
Try Vertex Color Sets.
We found that this was the closest to an equivalent. We use that and then
use that to drive various things similar to a weight map
it's under the mesh display tab, there is also a Color Set editor that you
can use to organise them.
On Wed, Aug 9, 2017 at 3:22 PM,
Thanks Steve. Given the quality of the Maya documentation this might easily
slip under my radar :)
MB
> Den 8. august 2017 klokken 18:27 skrev Steve Parish :
>
>
> If using Arnold hit "Export Vertex Colors" under the Arnold property on the
> object.
>
> Steve
>
> On Tue, Aug 8, 2017 at 9:4
If using Arnold hit "Export Vertex Colors" under the Arnold property on the
object.
Steve
On Tue, Aug 8, 2017 at 9:45 AM, Morten Bartholdy
wrote:
> Thanks for clarifying Anto - I sort of suspected that much :/
>
> MB
>
>
>
> > Den 5. august 2017 klokken 00:13 skrev Anto Matkovic >:
> >
> >
> >
Thanks for clarifying Anto - I sort of suspected that much :/
MB
> Den 5. august 2017 klokken 00:13 skrev Anto Matkovic :
>
>
> There is no weight map property usable for everything in Maya, neither in
> Max. Weight map for modulating the deformer, like blend shape, is tied to
> deformer, p
There is no weight map property usable for everything in Maya, neither in Max.
Weight map for modulating the deformer, like blend shape, is tied to deformer,
perhaps even stored with deformer node. For Hypershade and rendering, you can
use vertex colors and vertex color painter, if your renderer
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