Archive for May, 2014


I haven’t share my photos for a long time. Yes Im still shooting.  This time Priya the MUA was inviting me to be apart of this portrait session.  Thx Emma to be our model.  The most symmetrically face I’ve ever shoot.

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[Notes]Maya fur

Procedural textures on fur:  Without baking, the assigned procedural texture won’t render

1. get a nerbs geometry -> rendering -> fur-> attach fur description -> new
2. select the fur -> in the fur description attribute -> base colour click on the checkerboard and attach some procedural texture such as ramp
3. set the ramp to rainbow colour -> go back to the fur description -> under bake attribute -> select base colour (or anyone that was being assign a texture) -> bake
4. for other attribute which doesn’t have an checker board button to assign -> right click  the name of the slider -> create new texture
5. in this case, right click on baldness attribute -> choose create new texture -> choose a checker procedural shader
6. back to fur description under bake attribute-> choose baldness in the drop down menu -> hit bake
7. for most cases can choose all in the bake attribute, it won’t bake out a map without any procedural pluged in

– length: control how long of the hair
– baldness: control how dense the fur will be covering
– inclination: lay down on U axis
– roll: lay down on V axis
– polar: will spin each  hair from root
– base/tip Opacity: as it describe it fades out transparent
– base/tip width: don’t give a 0 value. May give a taper look for each hair when the tip width is smaller than base width
– base/tip Curl: bend the hair down to the surface.  May go beyond 1 value
-Scraggle: makeing hair frizz
– scraggle frequency: the frequency of the frizz
– scraggle corrlelation:If the value is 0, each strand has its own scraggle more randomize
– clumping: clumping at the tip
– clumping frequency: set the number of clumps will be generated
– clumping shape: negative value will draw the bases in, positive value will inflat puff the base out
– segments: more subdivision to the strand
– attraction: in simulation. it will be more likely or unlikely to attract by an simulated hair system.
– offset :  be away from the generate surface or into the surface.  If surface is being displacemented then might be a good idea to offset by putting the displacement map to go with it. Just middle click the displacement map onto the offset port.  make sure it is baked


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