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JasonA
07-05-2004, 09:14 PM
Folks, tell me if I'm just not setting it up correctly but..

I'm noticing that the standard NURBS tesselation controls are still not translating into mr. IE, when I was using maya 4.5, I found that setting the tesselation settings in the attribute editor for a NURBS surface had no effect when I rendered with mr. It only changed the tesselation when using the default renderer. I accepted the fact that I would have to use the approximation editor and custom define the tesselation in there (even though it said "derive from maya", it really wouldn't).

So now I'm using Maya 6 and this STILL isn't fully integrated?? I'm annoyed at the thought that I'll again have to use the approximation editor to define the tesselation settings (even though it STILL says an option for "derive from maya", but it really won't!).

Maybe I'm not understanding how to do this correctly. Please someone tell me that I can use the Attr. editor... cause I'm really bumming on this.

Thanks for any help,

Jason

lazzhar
07-05-2004, 09:48 PM
Hi JasonA
I dont know a solution for this problem but why dont just tweak your tesselation from the Aproximation Editor ? You have better control their and many options.

JasonA
07-05-2004, 10:33 PM
I like using the attr. editor because I can "show" the tesselation in the viewport. This gives me feedback and just how poly dense the settings will be (and thus how long rendering will approx. take) and also allows me to adjust the tesselation as nessesary to seamlessly join two different surfaces (by matching tesselation visually).

When I use the approximation editor, I don't have the visual feedback as to the effect of my settings changes.

At least thats been my experience so far with it...

lazzhar
07-05-2004, 10:36 PM
Sorry, I completly forgot about that feature of showing tesselation in viewports cuz I'm not using nurbs anymore ;)

mattwood
07-06-2004, 03:49 PM
In the Attribute Editor use explicit tesselation and turn off all the fancy options (chord length etc). Your options will be limited but at least you should get identical results in both renderers.

JasonA
07-06-2004, 06:45 PM
cool, thanks matt. Thats something to work with ;)

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