|01 January 2013||#1|
Join Date: Nov 2010
What shoud be scale of character and bg in maya?
Hi guys .
I am facing some scale related problem in maya like jitter issu , mesh get distorted when when character get far away from Grid , high render time .
now we are using scale 1/4 th of the real world eg(if tree is 10 feet we keep it as 2.5 feet in scence ) .
we are using maya , renderman complient render air and mental ray as well .please anybody help me to deside scence scale that having less problem and also comfortable for
all related departments .
|01 January 2013||#3|
Also Highly Corrosive
David Fer Real
Fixer of things
Join Date: Apr 2003
Use the correct relative scale but it does not have to be 1:1 specifically.
Renderers receive exported numbers but NOT exported units.
1cm or 1km is exported as just "1" to a renderer.
So if you work where 1 grid unit is 1 cm, then real world scale means exported values for transforms are very large. You can increase the precision of the exported data for mental ray, but as the scene bounding box numbers become large it can create slow renders.
This is true of Vray where it may also print a warning that the scene bounding box is very large.
So most importantly, you should use the correct relative scale and stick to that for a production, like 1 grid unit is really 1 meter, etc.
My opinions are always my own...and maybe a friend's, but never my employer's.
|01 January 2013||#5|
Student Of The Craftportfolio
Join Date: Oct 2010
I have found from some recent training and tests that there are a few different issues to consider when deciding on scale.
One is of course Dynamics. Nucleus considers a grid to be 1 meter. If you are going 1:1 then you can enter .01 in the Nucleus Space Scale field. And apparently .0001 in the lift field for the nCloth.
By default it seems that the generated Human IK rig is built at 1:1 as cm. This is also consistent with the default sizes of the controllers in MotionBuilder (which you can edit) but by default it seems that the two match up well.
And next is of course interportability with Softimage ICE which uses a scale 10x smaller than Maya. One solution here suggested was to simulate ICE in XSI at 1:1 and then scale it up before import to Maya.
For me in Maya it seems to make sense to stick to 1:1 because I am working with Motion Builder and will be rigging/skinning in Maya and sending back and forth. Just seems like less work to keep everything to expected scale here.
Not sure if any of this is helpful but it is related. And I think the point is you have to look at the entire pipeline when considering scale.
I am still in the process of figuring this out as well so any suggestions would be helpful. For instance I have yet to do tests with my full scene size. It may be too big.
|01 January 2013||#6|
Join Date: Sep 2009
Originally Posted by gmask: I'm used to working as 1 cm (default unit in maya) equals .1 meter
I think you meant 1 cm equals 0.01 meters.
0.1 meters equals 1 decimeter.
"Even the Christmas vacation will be darkened by New Zealand scripts…"
~ J.R.R. Tolkien, The Letters of J.R.R. Tolkien, Letter 34
|01 January 2013||#7|
Join Date: Sep 2003
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