Paint Effects Tubes
Select the Visor from the Window - General Editors
IMPORTANT: Paint Effects will only Render with the Maya Software or Hardware 2.0 renderer.
Different kinds of Paint Effects
Flat paint-like strokes
Tubes with growth-like attributes
Mesh with geometry-like structures
Painting on an object:
1. Select an object - Nurbs or Poly
2. Switch to the Modeling menu set
3. Under the Generate Menu select Paint Effects - Make Paintable
4. After choosing a brush in the Visor, paint some paint effects on the object
5. Rotate the object and paint more
Painting on the ground plane or an object:
You can choose to Paint on Objects or the View Plane
1. Under the Paint Effects section of the Modeling - Generate manu, select Paint Effects - Paint on View Plane
2. Select some paint effects from the visor and paint on the grid
Customizing the Paint Effects
Notice that some paint effects have a stoke and a curve in the outliner. Some only have a stroke.
1. Select the paint effect or the stroke.
2. Open the Attribute Editor
3. Select the tab with the name of the paint effect
The Global Scale is used to enlarge the entire Paint Effect
The Brush Profile applies to flat paint/marker/airbrush-like strokes
For this lecture we will focus on tubes. The following sections apply to tube:
and a few others....
When tubes are turned off, the effect occurs along the stroke. When it is on they protude out from the stroke.
Select a plant or tree from the Visor and draw something in the window
1. Open the Tubes section and open Creation
On = grow till they reach the number of segments specified (after stopping the drawing of the stroke)
Off = grow while the stroke is being drawn and will stop growing when you stop drawing (will be shorter at the end of the stroke)
Tubes per step:
The lower the number, the closer they will be together
The lower the number the more orderly
Number of tubes that are at the start of the stroke
Increasing segments results in slower renders and smoother tubes (each segment if a straight line)
Length Min and Max:
The tubes will be created between the min and max length
Tube Width 1 and 2:
Width 1 is the base and width 2 is the tip of the tube. It will create a smooth interpolation between base and tip width.
The higher the value, the more variation in width
This only works when random is greater than 0.
If bias is 0 then there will be equal number of wide strokes as thin ones.
If the number is a positive number you will have more wide ones.
If the number is negative you will have more thin tubes.
Segment Length Bias:
If Segment Length Bias is 0, all tube segments are the same length.
If the value is positive, segments closer to the base are longer.
If the value is negative, segments closer to the tip are longer.
Segment Width Bias:
If Segment Width Bias is 0, width of a segment has no effect on its length.
If the value is positive, wider segments are longer.
If the value is negative, wider segments are shorter.
Controls the width from the base to the tip of tubes, rather than using a simple linear interpolation between two values.
Click along the graph and drag the point.
Up = wide
Down = narrow
Along Normal - Tubes are generated along the surface normal
Along Path - Tubes are generated along the path of the stroke (tangent to the stroke path curve).
Elevation Min, Elevation Max
Azimuth Min, Azimuth Max
Simplify Method - You can simplify the wireframe display of a stroke by decreasing the display quality.
Display Quality does not affect the rendered strokes—only the quality of the wireframe representation.
Tubes Per Step - The display quality only affects the number of tubes.
Segments - The display quality only affects the number of segments along the tubes.
Tubes and Segments - The display quality affects the number of tubes and the number of segments.
1. Experiment with all the settings
Behavior (to be continued later):
Grass Wind - The force applied to the tips of the tubes is delayed from that applied at the roots, resulting in motion similar to grass blowing in the wind.
Tree Wind - The force applied to the outermost branches is stronger than that applied to the parts closer to the root, resulting in motion similar to a tree blowing in the wind
Color1 - defines the color of the tube roots
Incandescent 1 - Makes the paint look incandescent—as if it were illuminated from its own internal light.
On strokes with tubes, this attribute defines the incandescence of the tube roots.
Transparency1 - Defines the opacity of the paint. Transparency1 defines the opacity of the tube roots.
Tube Shading section
Color2 - defines the color of the tube tips.
Incandescence2 - Makes the paint on tube tips look incandescent
Transparency2 - Defines the transparency (or opacity) of the tube tips.
Hue Rand, Sat Rand, Val Rand - how much random variation Maya applies to tube colors.
Low numbers = all tubes are created using colors very close to Color1 and Color2. Increasing these values causes more random variation.
Brightness Rand - Defines how much random variation in tube brightness there is. If the value is 0, all the tubes are created at the same brightness.
Root Fade, Tip Fade - Makes the root end or the tip of the tubes transparent, in effect “fading” the root or tip. The transparency changes linearly between the center of the tube and the root or tip.