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Rounded Corners
. Same Objects Only – When enabled, the rounded corners will be produced only along edges that belong to the same object which has the attribute applied. When disabled, rounded corners will be produced along edges formed when the object with the attribute intersects other objects in the scene. Base Mtl – SpecifiesBake Tab
to the specified object itself, but traces an offset ray from the object down the normal and shades whatever surface is hit underneath it. UV attribute – Specifies the name of the uv attribute on the baked geometry. The attribute name should be the same across all objects for the baking process to work as expected. AutoHair Sampler Texture Setup
Shader Attributes. This is done by navigating to the hairSystemShape tab in the Attribute Editor, and selecting Attributes > VRay > Hair Shader. Maya2016_VRay34003_VRayHairSampler_CreateHairShaderAttribute_v01.png 2. Apply a VRayHairMtl3 shader to the HairShader slot in the Extra VRay Attributes rolloutRendering
In-Depth guide for tips on speeding up the rendering of volumetric effects with V-Ray. UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Rendering rollout … be used with a V-Ray User Color texture for motion blur in a single direction(e.g. by setting the color to (0, 1, 0) for motion blur in the +Z axis), or anyTips and Tricks
, and it does not require a GUI license for Phoenix. However, this can be done with scripting only – currently there is no user friendly GUI for this. Simulation … and you'd like them to run one after the other without any user input, Phoenix provides you with the option to connect them in a sequence. The Sequencing optionsParticle Emitter
by the corresponding diagrams. The channel must be exported to have an effect. ||Phoenix FD menu|| > Create > Emitter for nParticles Emitter Attributes Simulator Node … . phx_maya2022_emitter.png Temperature/Smoke/Speed/Fuel Attributes Temperature, Smoke, Speed and Fuel channels can be used to determine the birth probabilityMaterial ID
element shows solid unshaded color masks based on the selected Material ID color values that can be set using the Material ID Extra V-Ray Attributes. VRayMtlID_RE_1k.jpg Attributes The parameters for this render element appear in the V-Ray RenderChannelColor render channels node. Deep Output – Specifies whetherHair
and Advanced modes. You can switch the mode from the toggle button under the Preview Swatch. From the Add Attribute button, you can select additional attributes that can add up to the appearance of the material. For more information, see the Attributes https://docs.chaos.com/display/VREVIT4EDIT/Hair#Hair-AttributesCascading Multiple Liquid Simulations
information on the purpose of those sets, please check the Creating a Simple Liquid Simulation tutorial. Select phx_simulator_02 and in the Attribute Editor, use … g_zoomer.jpg You should now have a link between the two grids. Note that in the Attribute Editor -> Grid tab of phx_simulator_02, the source simulator is listedUSD Workflow
. Maya2022_60010_USDImport_options.png Importing V-Ray Physical Cameras using USD files USD files can be used to import V-Ray Physical Cameras and all their attributes using … attribute, the subdivision is exported separately from the shaders. In this case, enabling the V-Ray materials option is not mandatory, as it will not affect