Fixing Megascan tree stretching in PCG

Megascan trees may stretch when added into PCG. See image below

The fix is to go into MF_SimpleWind and change the Transform Position to Instance & Particle Space under Source. See images below. Hope the tip helps!

Settings for Arnold Utilities pass

When making a Utilities pass for rendering it’s important to make the render as fast as possible. Turning off these settings brought my per frame render time down from 1 min to 7 sec.

Scripts for converting file textures to proper ACES color space.

When converting textures to ACES color space you can easily select your textures and run one of these scripts instead of having to change them one by one and dig through the long list of ACES color space options. I recommend making buttons of each script.

string $fnode_selection[] = (`ls -sl`); for ($fnode in $fnode_selection) { setAttr ($fnode + ".cs") -type "string" "Utility - Raw"; }

———————————————-

string $fnode_selection[] = (`ls -sl`); for ($fnode in $fnode_selection) { setAttr ($fnode + ".cs") -type "string" "Utility - sRGB - Texture"; }

MAYA MASH: How to control the speed of multiple MASH networks in the same scene.

Maya wouldn’t be Maya without multiple ways to do things. Here are two ways of controlling the speeds of multiple MASH networks in the same scene.

Option 1: Multiple Time nodes with an expression

-Make a second Maya time node and connect it to the same MASH nodes.

-Connect it to the same MASH nodes

-Write an expression like in the screenshot that connects it to the original time node but modifies it.

MASH_Speed_change_on_different_MASH_network.JPG

Option 2: Math nodes between Maya Time and the given MASH network time.

Instead of making a second time node you can connect a multiplyDivide node between Maya time and other MASH networks to modify the values getting fed into their time.

MASH_Speed_change_on_different_MASH_network2.JPG

Testing CPU render time on a 32core / 64 thread 2990wx cpu

I recently built a computer with a 2990wx Threadripper 2 and did a quick test to test the cpu render time. This frame renders in 1 min in Arnold at 1920x1080. (Please ignore the odd distortion on the window)

I’m using stock settings clocked at about 3.2 ghz per thread at render time. With a proper motherboard and water cooler you can overclock to 4 ghz per thread which is pretty amazing with the 64 threads. I highly recommend the 2990wx.

IMG_0355.PNG
Rm_10mins_Rendering.PNG

ZBrush - Panel Loops

In ZBrush you can split the GEO of a model and give it thickness using Panel Loops. You can even feed it a custom map and it will split your model based on that. Below is a quick test.

IMG_0353.PNG

Vray Displacement blending

Blending a displacement gives you a lot of control. You could paint a map that controls the amount of displacement or even animate it growing on or off. The possibilities are endless.

ka_Sweet_Displacement.png