
Print( " AiNodeGetName: ".format( AiNodeGetName( id2 ) ) ) Iter = AiUniverseGetNodeIterator(AI_NODE_SHADER) #AiLoadPlugins('C:/softimage/workgroups/sitoa-3.4.0-2015/Addons/SItoA/Application/Plugins/bin/nt-x86-64')ĪiASSLoad('C:/Users/blairs/Documents/maya/projects/default/scenes/') In the Transfer Maps window, under Output Maps, click Normal.# Required if the ASS file uses any SItoA shaders.In this case, a value of 4.3 yields just enough coverage around the two meshes.
You can also enter a value in the box next to the slider.
Drag the slider so that the red mesh barely encompasses all of the high resolution mesh without leaving any white spots (excluding the eyes). Drag the slider under Search envelope (%) to the right. This red mesh represents the Search Envelope. The low resolution toad is replaced by a translucent red mesh. In the Transfer Maps window, in the Target Meshes section, set the drop-down under Display to Envelope. Generally you want the Search Envelope to encompass your entire source mesh so you don’t miss any detail. Whatever part of the source mesh between the Search Envelope and the target mesh is mapped to a texture. The Search Envelope represents the volume of the target geometry to consider for the texture. Next you need to set the Search Envelope. Note: Make sure you have added hi_res_toad to the Source Meshes, and not the Target Meshes where you added lo_res_toad. In the Transfer Maps window, in the Source Meshes section, click Add Selected. In the Transfer Maps window, in the Target Meshes section, click Add Selected. In the Outliner, select Toad_lo_res:lo_res_toad. First you need to assign the source and target meshes for the transfer. The Transfer Maps window lets you create various textures based on mappings from polygon models. Select Lighting/Shading > Transfer Maps.
In the Outliner, select hi_res_toad and press Shift + H.īoth meshes appear in the scene overlapping each other. Open the Outliner ( Window > Outliner).
Maya applies a standard Arnold shader to the low resolution mesh.
In the new menu, select aiStandardSurface. Right-click the mesh and select Assign New Material from the pop-up menu. To set a base material for the target mesh A normal map captures the surface normal information of the source mesh and uses it to light the target mesh. Different transfer maps handle the conversion from polygons to textures in different ways. A normal map is a type of transfer map, meaning that it is a texture created from a polygon object.