![]() It doesn’t matter if its a mediocre modelling program when it is the go to standard for animation. Probably Modo is better in that but still.įweeb- Well. If you include quite strong sculpting capabilities and modifier stack you get program that overshadow most of it’s competitors. I know how poor it is in freehand modeling while Blender is one of the best programs for that. Romanji - I’ve learned 3D on Maya and worked professionally two years in this program. So if you’re just an asset creator and you can prove that you can make great models relatively quickly, I think you should be fine. I would think that since Blender is free, it would make it even easier because they wouldn’t need to buy you a license of your favorite program. For modeling, sculpting, UV Mapping, texturing, most studios let you use whatever you want. So in that case, Maya is the best choice in this specific case.īut this really only applies to people who want a job doing something is that Maya specific. That being said, you need to learn Maya if you want to get a job in the industry. Only the program that works best for you. And I really feel like there is no Prefect or Best 3D program. It’s hard not to compare in these situations but I don’t necessarily think that when someone says “Maya is good at XYZ” they mean, that Blender sucks at at. You can change the color of the lightning mainly by changing the color of the Incandescence on the lightningOrange1Shader node.I think everyone should just keep in mind that “Industry Standard” has never meant “Best”. Use these as a starting point for your own tweaks. Under Halo attributes, set Halo intensity to 1.0 and Halo spread to 0.1. Under Glow attributes, set Glow intensity to 0.5, and Glow spread to 0.035. The first thing you should do immediately is turn off Auto Exposure. ![]() In the hypershade, select the Shader Glow node, and look at its attributes in the Attribute Editor. Now you have two clusters to move the curve points of the lightning.įinally, let's fix the look of the lighting. Select one of the curve's CVs and do Create Deformers -> Cluster. Now it's kind of irritating to have to get into component mode every time you want to move the lightning, so use Clusters to transform the curve CVs individually. ![]() Push play in the timeline - it's still animates fine! Increase the Scale to increase the size of the lightning geometry and reduce the stretching effect. Increase the Dropoff Distance if any part of the lightning is "sticking" to its original position. Select your curve1, and in the Attribute editor select the wire1 tab to get attributes for the wire1 deformer. There might be some issues with the deformer, depending on your default setup. Now you have a curve whose 2 ends can be used to place your electricity effect. Then select the curve1 curve (the wire deformer), and press enter. In the outliner, select the strokeShapeLightningOrange1Surfaces group node (the surfaces to deform), and press enter. Under the Animation menu, do Create Deformers -> Wire Tool. Now place two points for the curve, and move the control points to the two ends of the lightning. Do Create -> EP Curve Tool options, and in the options select a Linear curve degree. A quick, dirty way of creating source and end "locators" is to use a control curve. You can try to approximate the look of the original lightning bolt by tweaking the Shader Glow attributes (more on that later).Īs geometry, you can do now manipulate it with deformers. Render again, and it will look slightly different, but at least you can now render in mental ray (Be sure to set the anti-alias settings high enough or you will get breaks in the thin geometry - easiest way is to just use the Production quality preset). Select the paint effect stroke, and do Modify -> Convert -> Paint Effects to NURBS. The first step to a more interactive lightning effect is converting to geometry. This is irritating because, by default, the "source" end of the lightning is at this opposite side. Some limitations are immediately obvious: you can't render in Mental Ray, you can't deform the lightning in any way, and, probably worst of all, you can't easily control the opposite side of the paint effect that is not attached to the curve. Play your time line, and you'll see it's already set up for electrical animation. Render this in Maya Software, and you get a nice stroke of lightning. Now in the viewport, draw a small curve, and a stroke of lightning will appear. In the Rendering Menu, do Paint effects -> Paint Effects Tool, then Paint effects -> Get Brush. Luckily, Maya provides tools to get around many of these limitations. However, this render time advantage severely limits the paint effects' capabilities. One of paint effects' greatest advantages as that they render extremely quickly as a post process. Maya paint effects provides a fantastic, easy way of creating decent-looking electricity effects in a 3D environment.
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