![]() I've also checked out this separate thread (Īlso, I've noticed that when I set the "In Rgba PP" parameter on my arrayToPointColor node to Prop 1, Prop 0 will disappear from the alembic node. I'm assuming it has to do with creating multiple color sets, but I've played around for awhile and haven't been able to figure it out. import maya.cmds as cmds colorList cmds.ls colorSet, slTrue, longTrue) objects cmds. My problem is, I'm not sure how I can apply both attributes at the same time to my material. set the current color set to a pre-existing color set. ![]() cmds.pol圜olorSet( queryTrue, currentColorSetTrue ) To create a per-instance color set family with one set member per selected instance. cmds.pol圜olorSet(currentColorSetTrue, colorSet 'color2' ) To query the current color set. Command to do the following to color sets: - rename an existing color set. import maya.cmds as cmds To set the current color set to be 'color2'. I've been able to see the color and heat map textures by adjusting the prop number on my alembic node. pol圜olorSet is undoable, queryable, and editable. /rebates/2fus2fmaya2f2008help2fCommands2fpol圜olorSet.html&.com252fus252fmaya252f2008help252fCommands252fpol圜olorSet. I have successfully brought in the attributes from houdini to maya. Painting now assigns color values that are directly stored for each point. ![]() I'd like to apply both my color attribute and my heat map attribute as textures to my material in maya. You can paint using the regular Maya paint interface, and add color to your object. Now when you playback, your particles will acquire those colors. Then in Maya, either paint, or bake colors into your mesh as an RGB colorSet. I have a followup question related to the arrayToPointColor node. If you want to trasfer color from mesh to particles, you don't have to do it with usecolorset on the varysourceproperty node.
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