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Autodesk maya 2014 uv-unwrap
Autodesk maya 2014 uv-unwrap













autodesk maya 2014 uv-unwrap
  1. #Autodesk maya 2014 uv unwrap how to#
  2. #Autodesk maya 2014 uv unwrap update#
  3. #Autodesk maya 2014 uv unwrap code#

This class allows plug-ins to define new fragments for both GL and DX using XML to define the structure, parametersĪnd source code of the fragment.

  • Shading fragments and fragment graphs are managed by the new MFragmentManager class.
  • The final composite fragment graph is then compiled to a shading effect and used to draw the objectsĪssociated with the shading network for which it was produced. This fragment orįragment graph is then connected to the fragments for the other nodes in the shading network (both those defined internallyĪnd by other plug-ins).
  • Implementations of MPxShadingNodeOverride define a shader fragment or graph of shader fragments to be used to draw a specific node in Viewport 2.0.
  • MPxShadingNodeOverride differs from the pre-existing MPxShaderOverride in that implementations of MPxShaderOverride are required to produce the whole shading effect for a shading network (including lighting), while MPxShadingNodeOverride is only required to produce a small fragment for an individual node within the network. This new system is a direct exposure of the internal system Maya uses to dynamically build effectsįor its shading networks.
  • There is now a new type of shader override ( MPxShadingNodeOverride) based on shader fragments.
  • autodesk maya 2014 uv-unwrap

    The 'object' parameter of the MPxVertexBufferGenerator::getSourceIndexing() and MPxVertexBufferGenerator::createVertexStream() methods has changed its type from MDagPath to MObject so as to reinforce that these settings are per object and not per DAG instance.MIndexBuffer::unload() and MVertexBuffer::unload() added to move a buffer out of GPU memory and into system memory.Fixed MGeometryExtractor to allow for more than one set of colors or texture coodinates to be extracted.MGeometryExtractor now supports tangents, bitangents and colors.MUIDrawManager (new interface for Maya 2014).This is also important when you need to paint textures, fur, or hair onto a 3D model.

    autodesk maya 2014 uv-unwrap

    #Autodesk maya 2014 uv unwrap how to#

    Understanding the concept of UVs and how to map them to a surface, and subsequently lay them out accurately is essential for producing textures on polygonal and subdivision surfaces when working in Maya. Otherwise, changing the model will create a mismatch between the model and the UVs, and affect how any textures appear on the model. In most cases, you map and arrange UVs after you have completed your modeling, but before you assign textures to the model.

    #Autodesk maya 2014 uv unwrap update#

    In addition, the location of the UV texture coordinates do not automatically update when you edit a surface mesh. Textures applied to polygon or subdivision surfaces that do not possess UV texture coordinates will not render.Īlthough Maya creates UVs by default for many primitive types, you’ll need to rearrange the UVs in most cases, because the default arrangement will usually not match any subsequent edits to the model you may make. That is, UVs act as marker points that control which points (pixels) on the texture map correspond to which points (vertices) on the mesh. UVs are essential in that they provide the connection between the surface mesh and how the image texture gets mapped onto the surface mesh. UV texture space facilitates the placement of image texture maps on a 3D surface. UV texture space uses the letters U and V to indicate the axes in 2D. UVs exist to define a two-dimensional texture coordinate system, called UV texture space. UVs (pronounced U-VEEZ) are two-dimensional texture coordinates that reside with the vertex component information for polygonal and subdivision surface meshes.















    Autodesk maya 2014 uv-unwrap