Bake Simulations and Caching

Brush Spring Animation

To animate the stroke of a Paint Effect when the object moves:

1. Select an object and Modeling menu set - Generate menu - Make Paintable

make paintable

2. Using the Visor paint some paint effects on the object. You can use any paint effects that is composed of tubes.

3. Select the Paint Effects then go to:

Modeling menu set - Generate menu - Brush Animation - Make Brush Spring - Options

The options are as follows:

brush spring options

Spring Stiffness - Rigidity of the brush spring. Too high and the brush spring might stretch and contract too much.

Spring Damp - This slows down the spring action. A high value causes the spring length to change more slowly. A low value causes the length to change quickly.

Spring Travel - Defines how far the stroke tubes can swing.

Start Frame - Sets the frame in which the spring behavior begins.

Click Create

1. Animate the object by moving it across the screen.

2. Look at the bottom of the Attributes for the Paint Effects to find the Extra Attributes
Change the settings to adjust the animation.

Baking the expression of Spring Animation

After creating a spring animation select the Paint Effects and:



Paint Effects menu - Brush Animation - Bake Spring Animation - Options

Start Frame - Specify the first frame to be baked in the animation.
End Frame - Specify the last frame to be baked in the animation.

BAKE

Click Select in the bottom of the Attribute Editor to see the key frames


Converting Paint Effects to Polygons

This allows you to render in any renderer - Maya Software renderer, Mental Ray for Maya, Hardware renderer, and Vector renderer

Paint Effects polygons show up in reflections, refractions and through transparent objects

You can use other polygon editing tools on them

Shaders are automatically generated and assigned to the resulting meshes

Converting:

1. Create the paint effect

pfx software

If you render it in Maya Software Renderer, this is what you might get.

2. Modify menu - Convert - Paint Effects to Polygons Options

Paint Effects to Polygon Options:

Vertex Color Mode - None, Color or Illuminated

Quad Output - Off = triangles, ON = quads

Hide Strokes - On = hide the Paint Effects strokes once they’re converted to Polygons. Even if a stroke is hidden, its attributes can still be updated and will affect the polygon mesh.

Poly Limit - This value indicates that when converting the Paint Effects stroke to polygons, it should stop after it has reached approximately this number of faces. This can be used to avoid creating excessively large meshes that could cause you to run out of memory. The default is 100 000. A value of 0 indicates no limit.

Render your new polygons in Maya Software, and it does not look so good. You need to do the things you would do with normal polys:

1. Smooth them
2. Fix the textures in Hypershade (Repeat the 2D texture more, etc.)

pfx poly

It makes a shading network for you - check your Hypershade

You can replace the textures, alter parameters, etc.

stroke

The stroke and curve are still available:

There is a dynamic link from the stroke to the polygons and animation. Change the attributes of the stroke and your polys will change.

Remove the stroke and curve and you cannot change the polys using the Paint Effects menu and all flow and behavioral animation is gone.


Converting to Mesh

One possiblity is that you can convert Paint Effects to a mesh before changing them to polys

1. Make a new tube-based Paint Effect Object

dalia

2. Go to the strokeShapeNameofPaintEffect tab

3. Open Mesh Output and click Output Quads

quads

4. Go to the NameOfPaintEffect tab

5. Select Brush Type: (top of window) select Mesh

mesh

Then try to Convert to Polygons - might end up to be a closer proximation of the Paint Effects