Customizing a Tube Brush
Ameen | Apr 10, 2011 | Comments 0
The major difficulty of sprite brushes is the two-dimensionality of the resultant stroke. In adding up, sprite strokes tend to make meager shadows. Tube strokes, on the other hand, can be fairly sensible. Tube brushes are without difficulty modified with the Paint Effects Brush Settings window. To adapt an existing tube brush and save it out as a fresh brush:
1. Choose a brush by choosing Paint Effects > Get Brush. Paint a stroke. Select Paint
Effects > Template Brush Settings. The Paint Effects Brush Settings window opens.
The window contains all the settings of the brush that was last working. Modify as a lot of attributes as is essential to make a custom difference of the brush. Paint extra strokes to test your custom settings.
2. While the Paint Effects Brush Settings window remains open, select Paint Effects > Save Brush Preset. The Save Brush Preset window opens. Choose a Label name (this will be the brush’s filename) and an Overlay Label (the text that appears on the icon). Decide a Save Preset option. The To Shelf option saves to the brush to the presently active shelf. The To Visor option enduringly writes the brush to the disk in the folder strong-minded by the Visor Directory field. Click the Save Brush Preset button. It’s probable to adapt the MEL script of a tube brush, although it’s a bit more tricky. As an example, the first line of the willow.mel brush, establish in the trees brush folder, looks like this: brushPresetSetup();bPset “time” 1;bPset “globalScale” 0.3186736972;
bPset “depth” 1; bPset “modifyDepth” 1;… This is just a little section of the first line. If printed out in full, it would fill an entire page. Luckily, you can decipher it.
Each item in quotes, such as “depth”, is a quality. The number after the characteristic is the attribute setting. Every attribute corresponds with an characteristic in the Paint Effects characteristic Editor tab. For example, “depth” corresponds to the Depth check box in the Channels segment. Digging deeper, “color1G” corresponds to the Color G channel of the Color1 quality in the Shading segment. The following number, 0.6470588446, is the color value written for the 0-to-1 color variety. As a third example, “flowers” corresponds to the Flowers check box in the Growth segment. A 0 behind “flowers” signifies that Flowers is unimpeded. Obviously, you would not desire to write a tube brush from scrape. However, it’s reasonably easy to copy an available brush and adapt it. If you’re not sure what everybody attribute does, a systematic list can be found in the “brush node” Maya assist file.
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