I just checked the 2011 DagMenuProc vs the 2012, and autodesk made updates, so I updated mine as well. you can get it on highend3D.
Tuesday, November 15, 2011
Monday, November 14, 2011
Real Flow Render Kit wants to just keep checking...
For those of you out there using RealFlowRenderKit you may want to check something.
not sure if it harms anything, but I figure with MAYA you don't want wasted cycles.
load the rfrk plugin,
in the script editor turn on "echo all commands"
and you get this
catchQuiet(`rfrkTimerFunc`);
over , and over, and over, and over , and over, again
oops!
-=s
not sure if it harms anything, but I figure with MAYA you don't want wasted cycles.
load the rfrk plugin,
in the script editor turn on "echo all commands"
and you get this
catchQuiet(`rfrkTimerFunc`);
over , and over, and over, and over , and over, again
oops!
-=s
Thursday, November 10, 2011
Offsetting multiple textures on one surface / uv offset
My apologies , these images are all out of order....

set your uvs to be offset by 1

offset each place2D by 1 and turn off wrap u and wrap v
Wednesday, August 10, 2011
smSelectByShaderAndLayer.mel part 1
someone on a forum was looking for a simple way to select all the objects of a particular shader, but only of a particular layer. So, like select objects by shader, but only in selected layer.
I did a quick script on the boat on the way in and posted it on highend|3D .
for now it is here....
//--------------------------------------------------------------------
// selects the items based on shader and layer
// stephenkmann@yahoo.com
// right now based on mesh nodes only
global proc smSelectByShaderAndLayer (string $shader, string $layer)
{
string $SG[] = `listConnections -type "shadingEngine" $shader`;
print ("SG:" + $SG[0] + "\n");
string $objs[] = `sets -q $SG[0]`;
string $layerObjs[];
string $layerItems[] = `editDisplayLayerMembers -fullNames -query $layer`;
for ($li in $layerItems)
{
string $mshs[] = `listRelatives -type "mesh" -ad $li`;
$layerObjs = stringArrayCatenate ($layerObjs,$mshs);
}
$layerObjs = stringArrayRemoveDuplicates($layerObjs);
string $no[];
for ($obj in $objs)
{
if (stringArrayContains($obj, $layerObjs) !=1)
$no[`size$no`] = $obj;
}
string $selList[] = stringArrayRemove($no, $objs);
select -r $selList;
}
//--------------------------------------------------------------------
I did a quick script on the boat on the way in and posted it on highend|3D .
for now it is here....
//--------------------------------------------------------------------
// selects the items based on shader and layer
// stephenkmann@yahoo.com
// right now based on mesh nodes only
global proc smSelectByShaderAndLayer (string $shader, string $layer)
{
string $SG[] = `listConnections -type "shadingEngine" $shader`;
print ("SG:" + $SG[0] + "\n");
string $objs[] = `sets -q $SG[0]`;
string $layerObjs[];
string $layerItems[] = `editDisplayLayerMembers -fullNames -query $layer`;
for ($li in $layerItems)
{
string $mshs[] = `listRelatives -type "mesh" -ad $li`;
$layerObjs = stringArrayCatenate ($layerObjs,$mshs);
}
$layerObjs = stringArrayRemoveDuplicates($layerObjs);
string $no[];
for ($obj in $objs)
{
if (stringArrayContains($obj, $layerObjs) !=1)
$no[`size$no`] = $obj;
}
string $selList[] = stringArrayRemove($no, $objs);
select -r $selList;
}
//--------------------------------------------------------------------
Hello World.
Its the rule, you always have to start with "Hello World"
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