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, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> 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 <
> porkypar...@gmail.com>:
> >
> >
> > 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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