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This is the personal blog of Bastiaan van Rooden / aka Spot (CEO/ Head of Rocket Age Development) of Nothing and scholarship-winning graduate of VFS, one-time Siggraph speaker for Pixar about his endeavours in computer graphics.-
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Category Archives: Maya
check list to save rendering time in maya
here’s a check list to go through in order to save rendering time:
render attributes: be sure you don’t have any unnecessary render attributes activated (shape node: render stats > cast shadows, receive shadows, motion blur, primary visibility, smooth shading, …
Posted in Maya, Rendering, Tricks
Tagged attributes, clipping planes, light links, Maya, render, render settings, surface materials, tesselation
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creating blend shapes after binding your character
usually, the head’s blend shapes of a character are done before the binding process. there’s a way that allows you do this after binding, it’s quite straightforward: select all faces to be used for the blend shapes of your …
mirroring blend shapes – impossible?
whenever you’re into creating a bunch of blend shapes for example for a face, you may wish to mirror certain face expressions instead of having to do the tedious and time-consuming work of moving around vertices again (and try …
ascii just saved my life
some minutes ago i was in a desperate mood: i just couldn’t open a certain maya file anymore, it just crashed right at the time when i tried to open it – did i lose all my work of …
creating a rim shader in maya
using the sampler info utility in maya (hypershade) allows you to receive information about the shading on a point of a surface; so if you want to create a rim shader in maya connect the facing ratio of a …
spline ik setup for the spine
while going through all the different rig setups of my character, the spine needs specific attention, too. later on, i’ll dig into a full rig, but for now i just want to note down certain parts in order to …
creating a reverse foot lock system
i’m at the stage if rigging the character (lt. lou) i created for my upcoming short and oh yes, this means high brain activity. but you know what? i like it as a working rig is the portal of …
The Rollercoaster Problem
The roller-coaster problem – a nice name for a problem you may encounter using motion paths in Maya. Named and explained by my Maya instructor Greg Berridge lately, I hereby note down the solution offered.
First, the problem: Draw a …
renderman’s micro-tesselation
since i’m allowed to use pixar’s renderman for my upcoming short to be released by the end of this summer here at vfs, learning this legendary rendering system is a must since i don’t expect that i’ll have much …
rendering wireframes (again)
i was writing about rendering wireframes in 3ds max quite a while ago and the solution offered by using a special mental ray shader works in maya, too; because maya now also has a built-in mental ray rendering system. …
Posted in Maya, Rendering, Tricks
Tagged 3DSMax, hardware render buffer, Maya, mental ray, Rendering, shader, wireframes
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