Did some really quick render test today with Mental Ray and Maya's ramp shader, definitely an improvement in terms of hardness of the edges over V-Ray. Soft edges can also be created too.
I've been testing debugging Maya Python scripts lately. Mostly focusing on free IDEs or editors such as PyCharm. So far this is one requires less setup in my opinion. This is mostly based off the remote python debugging functionality described here : Download and install Microsoft's free Visual Studio Code Install the official Python Extension Download ptvsd package as a zip Extract the ptvsd folder into your Maya scripts folder Open Maya and run (updated! Thanks Luciana !) import ptvsd ptvsd.enable_attach( address =( '0.0.0.0' , 3000 ), redirect_output = True ) Back in VSC, switch to Attach (remote debug) in the debug configurations and start it The editor should now look something like this You are now ready to debug. Note: here is the settings I use in launch.json Add break points, run your code and it should stop and populate the debug section of Visual Studio code when it hits a break point
Just quick adjustments the the force fields (turning down turbulence and keying various field's magnitudes) and changes to the custom aim expression/script. Still not convinced on the general behaviour of the butterflies, I think I will write my own flocking system to deal with them. At the current state, they are most useful for long shots and when the butterflies may need to collide with objects due to the use of nParticles. I think creating a custom flocking system will be to mainly provide a more realistic flight behaviour, with less sharp changes of direction which is an artifact of the current solution and also to allow for butterflies to follow and go to certain positions defined by the user. At the current moment I am unsure of how to do such things with nParticles and expressions.
Been rendering the Maya ramp shader using Vray for the lighting and rendering test for major project animation. May be considering using other renderers as so far I feel Vray is not really designed for non-photorealistic rendering.e.g. the edge cut off is still softer than I wanted it to be. I tried to imitate this render setup but in Maya but have been unsuccessful so far, the VRay materials does not seem to map the colours correctly on the lightMtl or the geometry shadow color and fall off does not get affected at all by the ramp shader. One of the first tests piping outColor of ramp to VRay materials I may investigate further into geometry shadow falloff in VRay shaders later on but we'll see how others go.
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