The VrayToon is a great feature, but will it be possible so that it can be added to Maya’s curves (CV curves, EP curves etc…)?
Edit: Rather than starting on a new thread, is it also possible to have Maya’s group nodes with the “Include/Exclude” UI list? So we can add multiple objects at once using groups rather than individual objects.
Is it also possible to create more than line style? If not I guess then Maya Toon would be the more appropriate system to use.
Hm, VRayToon works fine with curves from what I could test - just make sure that you have added the V-Ray “Renderable” attributes to the curves and made them renderable.
Will make a note about the group nodes.
For the styles, some simple styles can be implemented by mapping the line color or width.
Sorry! I think I made a typo. I meant to say “Is it also possible to create more than one line style?”. It is no problem though because V-Ray can support basic Maya Toon lines, so I will be able to mix different multiple line styles with V-Ray Toon.
Well, right now you can create only one VRayToon node from the Create > V-Ray menu, but technically nothing prevents you from creating more than one VRayToon node with different settings and different object sets… this part will have to be reworked to make the process easier though.
I’ve been away over the holidays but came back and installed the Jan 16 2011 build with Maya 2011 x64 Hotfix 3.
When adding the “Renderable” attribute to a basic CV curve and selecting the “Render” tickbox, V-Ray encounters a fatal error when compiling the scene.
See attached, it seems to be reproducible.
1) Create CV curve
2) Add “Renderable” attribute
3) Create Vray Toon and add the curve. vraytoon.zip (1.97 KB)
Yep, I can reproduce the crash; will fix it. In the meantime, it will work if you do not include the curve in the VRayToon set and setting the type of the set to “exclude”.
Sorry to be such a pain Vlado, but using that method there seems to be another bug with the Jan 16th build.
With another attached scene I have uploaded, V-Ray RT will display the curve properly, however a standard V-Ray render will show the curve an extra four times (the curve is duplicated multiple times).
Thank you for your patience I understand you are busy!
Okay, I see this is not exactly a bug per se. I think what I am seeing is a difference between the RT render (which is just showing the curve as a renderable object with a material) compared to the Standard Renderer which is showing that as well as the toon lines which explains the difference (as toon is not supported in RT??). Still not sure why I have multiple lines but probably just a setting.
I have a question however, sometimes I’m required to work with DWG files, often these will import into Maya with 100’s of curves. Is there a quicker way to add the “Renderable” attribute to all the curves than doing it one by one individually?
Cheers
Hi, instead of creating another thread I thought I’d post here. I have attached a simple scene where the “Renderable” V-Ray node fails to render the curve properly.
However if I attatch a paintfx brush to the curve (Paint Effects > Curve Utilites > Attach Brush To Curves) it renders perfectly!? curve.zip (1.96 KB)
Thanks for the scene. Will try to figure out the problem.
About setting the attributes to many curves - you can write a script. Use this command to create the attributes:
I’m playing around with toon and it’s great!
I’m wondering how mapping the line width works though, does it take a value from the corresponding point in uv space?
I’ve tried mapping a ramp and checker to it on a mesh with uv’s and then setting the value of the color to 3 or 4 but then my lines disappear..
Haha, yes, but this time I’m referring to the VRay Toon on standard mesh.
The lines have an opacity of .3 yet still turn up very strongly in the zdepth making it almost unusable.
Apart from rendering out a seperate pass with toon completely off, is there a way Toon can be disabled in the z channel or if it can in fact directly influence the z channel? I’ve tried searching but haven’t found anything on the topic.
Ah, ok. Unfortunately this can’t be avoided for the moment, so you’ll have to render the toon separately. We have this noted down, so we’ll get to it at some point.