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An attribute map is a two-dimensional image with values that correspond, or map, to attributes of points on a three-dimensional surface. This mapping is relative to the U/V parameterization of the surface.
This behavior is unlike that of the Maya Software Renderer, which, when there is no alpha present, calculates the luminance in lieu of transparency. If you are using the mental ray for Maya renderer,. In video production, the alpha channel is used to determine how one video image is laid over another. When using Artisan tools, you can import image files created in other programs into Maya and if alpha channel values are available you can use them. Also known as mask channel, matte channel. Display RGB, luminance, or alpha channels.
You can import image files created in other programs and use their alpha channel values or luminance values as attribute maps. The alpha channel is the channel in an image that contains the opacity information. Not all images have an alpha channel. Luminance refers to the intensity or brightness of the image.
Attribute map values are represented by grayscales, with black representing a value of 0 and white representing a value of 1.
You can also export the values on your Artisan surfaces into image files.
You can import and export attribute maps in any file format supported by Maya. See Artisan Tool Settings.
Note:Make sure that the surfaces have UVs before importing or exporting attribute maps. You can create UVs for polygonal or subdivision surfaces. See Introduction to UV mapping or see Mapping UVs for subdivision surfaces in the Subdivision Surface Modeling guide (www.autodesk.com/maya-docs-archive ).
The Artisan brush tool you select, and its settings, determine the result you get when you import an attribute map to a surface. Artisan maps the attribute values onto the surface vertices relative to the U/V surface direction and applies the Artisan tool settings to the vertices using the mapped values.
To import an attribute map
The Import window opens.
If the attribute map was created from multiple surfaces in Artisan (see Export attribute maps) and you want to import the map for these surfaces back to the same surfaces, the file names of the attribute map must match the surface file names. Also, you must turn on Reassign Attribute Maps when you import.
For example, suppose you create the following two surfaces and export the attribute map, calling it xando.
Artisan creates two files, xando_nurbsPlane1_nurbsPlaneShape1 and xando_nurbsSphere1_nurbsSphereShape1. It saves the attribute maps separately for each surface in these files.
To import these maps back to the same surfaces, follow steps 1 through 6 under To import an attribute map. For step 7, import either the base file (xando) or one of the files associated with the surface (xando_nurbsPlane1_nurbsPlaneShape1 or xando_nurbsSphere1_nurbsSphereShape1). Artisan automatically maps each file to the appropriate surface.
In the following example, the attribute was imported with the Sculpt Geometry Tool selected and set to Push.
If you do not turn Reassign Attribute Maps on, the imported file maps to each selected surface.
You can export attribute maps created with the Paint Selection, Paint Scripts, Paint Vertex Color, Paint Attributes, Paint Cluster Weights, Paint Jiggle Weights, Paint Soft Body Weights, Paint Fluids, and Paint Fur Attributes. The values you paint with these tools become either the luminance values or alpha values in the attribute map (except for the Paint Vertex Color Tool, from which you can export RGB and RGBA values).
To export an attribute map
The Export window opens.
If you select more than one surface in step 2, Artisan concatenates the name you type with each surface name and creates a file for each surface.
For example, suppose you select two surfaces called nurbsSphereShape1 and nurbsSphereShape2, and type checker for the map name. Artisan saves the attributes of nurbsSphereShape1 in the file checker_nurbsSphere1_nurbsSphereShape1 and the attributes of nurbsSphereShape2 in the file checker_nurbsSphere2_nurbsSphereShape2. If you include the file name extension (for example, checker.rgb) Artisan appends the extension to the concatenated names (for example, checker_nurbsSphereShape1.rgb and checker_nurbsSphereShape2.rgb).
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To import these attribute files, the surfaces you import them to must have the same name as the surfaces with the original attributes.
For more information on importing attribute maps, see Import Artisan attribute maps to multiple surfaces.
We will use the file created in the “Illustrating the Export Process for Subsequent Import” section.The FBX export settings used for Maya import should include setting the scale units to centimeters on export. Maya can import either ASCII or binary FBX files, so either type of export can be used for MakeHuman export. [RWB Note: as of this writing there are still some issues with direct FBX binary export, but those are expected to be repaired going forward]. By default the exported file will be found in ~/makehuman/v1/exports/ (where ~ is the user home directory).
When the file is initially imported into Maya it looks like this:
The only color in the viewport is the shoes which had a simple diffuse material which was not associated a texture. By clicking the textured icon at the top of the viewport, the viewport shows a preview of how the rendered, textured image would appear:
Holding down Alt and scrolling with the middle mouse wheel allows us to zoom in and see the problems with the imported eyes, eyelashes, eyebrows, and possibly the hair:
The thin lines on the face are an artifact of having included the facial rig by choosing the default skeleton. The process of fixing the eyes, eyelashes, eyebrows, and hair is the same in each case. We must tell Maya to use transparency from the corresponding alpha channel when rendering the corresponding mesh. It can be hard to select the facial mesh objects in perspective view so it is advisable to go into orthographic front view. One way to do this is with the panel menu just above the viewport.
Once in front view, left click to select the eye meshes, and perform the following steps:
1. In the attribute editor on the right side of the screen, use the right arrow key to make sure the right-most tab is visible and click it to show the corresponding attributes.
2. In the phong shader section, open the Common Material Attributes section and click on the checkered button to the right of transparency.
3. In the Create Render Node dialog box that pops up, click on file.
4. The checkered button next to transparency (see Figure 7) turns into an arrow, which you can click to allow the attribute editor to locate the texture map for your eyes. In our example, this texture is called blue_eyes.png. You navigate to this file by left clicking on the yellow folder file attributes section as shown in the image below:
5. This step for transparency will probably will NOT be needed if you import straight from MakeHuman, but it may be needed if you do intermediate work in another program like 3DSMax. Open the color balance section on the same file1 tab of the attribute editor and verify that “Alpha is Luminance” is unchecked (Figure 10 below). Uncheck it if it is checked.
The eyes in our image now look like this:
You need to repeat steps 1-5 after selecting the eyebrows in the viewport, after selecting the eyelashes in the viewport, and after selecting the hair in the viewport. When we finished these steps on each of the assets of our test model, the face is a nice approximation of what we started with in MakeHuman and looks like this:
Depending on the lighting you are using in Maya, you might have one additional adjustment to make. To avoid transparency shadows, it is necessary to return to the phong section of the attribute editor by left clicking on the eyes in the viewport. In the phong shader section, open the raytrace options panel and move the shadow attenuation slider from its default of 0.5 to zero.
At this point the MakeHuman model can be saved in standard Maya .mb binary file and easily brought back into Maya.
If the file is exported from Maya as an FBX file and read back into Maya, it imports with partially transparent assets and will look like this:
You may also see partially transparent assets if your asset pipeline involves an intermediate program between MakeHuman and Maya and you use FBX to import the workflow into Maya. To once again restore it to its intended look, take the eyes, eyelashes, eyebrows, and hair, and fix each in turn, as follows:
1. Select the asset by left clicking on it, then click the right most tab in the asset editor panel on the right side of the screen. Click the small arrow to the right of the transparency slider.
2. On the file tab that appears, open the Color Balance section and uncheck alpha Is Luminance.
3. It may also be necessary to click each of the four assets and under the Raytrace Options section of the Phong shader in the Attributes editor, change the shadow attenuation slide back to zero (refer back to figure 13).
When you have re-done these steps for each of the four transparent MakeHuman assets the character should once again look like it did in MakeHuman.
TO BE WRITTEN