

Notice in this set maya viewport -that was entirely built with instances- how only the instance sources are added to the Surfacing Objects, and not the set itself. When working with instanced meshes, as much as posible, add the instance source to the Surfacing Objects. It is not recommended using more than 8 **Surfacing Objects** per surfacing project for Mari. Surfacing project, the slower Mari will be. The more SurfacingObjects you have inside a single The amount of SurfacingObjects can impact your performance. Avoid adding Instances to Surfacing Objects, instead add the instance source.Īs Mari is optimized for one single mesh, **Surfacing Objects** count inside a surfacing project is important.Check for high poly count objects in your scene.If this is an issue, you can either export each surfacing_project individually, or optimize your scene: However, if you are working on a heavy asset or scene (for ei the pixarCabin), you might find memory consumption spikes at export time due to subdivided meshes. Select the subdivision level to apply before exporting from the Surfacing Tool UI. The armchair example from above exported. The tool then reverts back to your original (non merged) scene. When exporting, the tools merge the meshes inside a surfacing object.įollowing the example from above: It will merge all the Armchair's leather parts, as a single mesh called "leather". Who said a workflow diagram can't look hip. You can have as many Surfacing Projects as you want, to surface separately. This is usually what you will want to bring into your surfacing software, where you will have your Armchair leather and wooden parts as separated meshes. Is a group of Surfacing Objects, for example: The armchair. Is a group of meshes that will share a textureSet, for example: an armchair's leather parts, or the armchair's wooden parts. Is an individual texture (or several if using udim) that describe a single property of a material. For example, a metal textureSet would have channels for albedo, metalness, roughness, normal, etc Channel: Is a group of channels (textures) that describes a material, or the look of a material. Import the texture sets back to the Surfacing Projects and Surfacing Objects in Maya, Katana or Gaffer.Organize maya meshes into different Surfacing Projects, and Surfacing Objects.

PIXAR RENDERMAN TEAPOT WINDOWS
Linux /ldtenvset.sh Windows Coming soon Tools Maya Surfacing Projects InstallationĪ few environment variables are required for this tools. The rendering tools in Maya and Katana are based on Pixar Renderman, Gaffer tools based on Arnold. It aims to be the missing glue between maya (uv prepping and organizing), mari/painter, and maya/katana/gaffer rendering, covering most of the repeatitive tasks, letting you focus on the surfacing.īased on my own tool box used for lookdev. Credits WARNING: most of this toolset was cleaned and moved up in my repo LDTGaffer, also used in my other repo gaffer-examplesĪ tool set for maya, katana, gaffer, and nuke for surfacing and look development.
