Active vertex color set is selected one in Color Set Editor (under Mesh Display
menu), painting is activated by Paint Vertex Color tool (under same menu). Once
the tool is active, you get Tool Settings window by double click on tool icon
in Toolbox (small vertical toolbar on left side). By the way, vertex color are
nicely exported via FBX, even a lot of them, I'm using Maya vertex color
painter for exporting 'weight maps' to Houdini.
About weight maps for deformers, perhaps easiest way is to activate Paint
Attributes Tool (under Modify menu), once mesh is selected (no need to select
just a shape). In appropriate tool settings window, it will show what is
paintable. If not , like with painting the lattice deformer weights, prior to
Maya 2018, afaik common Maya workflow is to create deformer on mesh copy, and
to introduce it as Blend Shape target.
On positive side, for what it worth, it's possible to use Maya procedural
textures (ramp, noise and such) for modulating some deformers like Deform by
Texture, or, for adding a noise to animated channel, so on. In Maya or Max,
textures are evaluated before render time, so it's possible to display
procedural textures in viewport, too.
From: Morten Bartholdy <[email protected]>
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
<[email protected]>
Sent: Wednesday, August 9, 2017 3:46 PM
Subject: Re: OTish - Maya equivalent to weightmap in Softimage?
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
> <[email protected]>:
>
>
> 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 <[email protected]>
> 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 <
> > [email protected]>:
> > >
> > >
> > > 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 <[email protected]>
> > > wrote:
> > >
> > > > Thanks for clarifying Anto - I sort of suspected that much :/
> > > >
> > > > MB
> > > >
> > > >
> > > >
> > > > > Den 5. august 2017 klokken 00:13 skrev Anto Matkovic <
> > [email protected]
> > > > >:
> > > > >
> > > > >
> > > > > 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 <[email protected]>
> > > > > To: [email protected]
> > > > > 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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> > > > >
> > > > >
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