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 <x...@colorshopvfx.dk>
wrote:

> Thanks for clarifying Anto - I sort of suspected that much :/
>
> MB
>
>
>
> > Den 5. august 2017 klokken 00:13 skrev Anto Matkovic <a...@matkovic.com
> >:
> >
> >
> > 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 has appropriate shading node, I think it's aiUserColor for Arnold.
> Maybe there's utility around, able to exchange these maps.
> >       From: Morten Bartholdy <x...@colorshopvfx.dk>
> >  To: softimage@listproc.autodesk.com
> >  Sent: Wednesday, August 2, 2017 11:37 AM
> >  Subject: OTish - Maya equivalent to weightmap in Softimage?
> >
> > I am learning Maya atm and have run into a snag (one of many). I would
> like to use weightmaps in Maya like I am used to in Softimage. Our Maya
> artists have no clue what I am talking about, so no help there.
> >
> > It looks like I can paint attributes on geometry using Artisan paint
> tools, but the proces (from reading docs and forums) is not so
> straightforward.
> >
> > Am I correct in assuming I should apply a paintable attribute to the
> shapenode(!?) and then use a silly mel command (as opposed to have it
> paintable when applied, or at least via a button) to make it paintable? And
> how do I then grab the painted values in the Hypershade or for an operator?
> >
> > Could someone who has been there quickly run through the steps, or point
> to a different workflow to achieve something similar?
> >
> > Thanks!
> >
> > Cheers
> > Morten
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