fStretch 2 documentation
Table of contents
- The idea
The idea behind the plug-in is to be able to drive "blendShapes" that are turned on and off based on the tension and angle change that happens on a geometry. These "blendShapes" are sculpted to adjust the deformations.
- The menu
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> Paint |
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- The node's attributes
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> Deformations
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Create Displacement Network This tool is used to create a network of nodes that will drive the displacement of a given mesh with it's related fStretch node. This way, not only can fStretch drive deformations that happens on the mesh you work with inside Maya, but it can also drive very fine deformations that will happen in the displacement maps.
The way this work is that fStretch switch between one displacement file to another based upon the tension and/or angle change in every area of the geometry. One can choose to have this effect happening only for the tension, only for the angles or both. If, for example, this is to be done upon the effect of the tension, one should generate 3 displacement maps out of his favorite sculpting software (ZBrush, Mudbox, 3D-Coat, etc. ) . One map will be needed when the mesh is at it's neutral pose, one when it stretches and one when it squashes. Beware that all those maps need to be generated from its own low-res mesh which happen to be the ones used inside Maya. One thing that need to be wisely considered is how the tension and/or angle change will be connected into this displacement network. Since every renderer has it's own way of working, a direct connection is not possible here. Instead, two option are offered with the plug-in. The first one is to attach a pre/post render MEL script that create and connect the tension/angle files before each render. The second one is to bake the tension/angle maps before rendering using fStretch's Bake Color Per Vertex tool. Since it is recommended to use the first method, it was activated by default in this window. One should take good care of managing correctly his pre/post render MEL scripts though. - When rendering with Mental Ray, it is advisable to use the "Approximation Editor" tool in order to get better displacement.
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Given a geometry that has fStretch on it, this tool pass through each frame of an animation and output it's tension's or angle's color per vertex into a series of images. Those images might then be used in order to drive displacement maps, textures' colors, etc.
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IMPORTANT NOTE CONCERNING DRIVING DISPLACEMENT AND BATCH RENDERS:
Don't forget to put fStretch Auto-load ON when you batch render with fStretch. Otherwise the batch render process might not load fStretch and output an error.
The Pre/Post render MEL scripts are not currently working in batch mode because they depends on elements that comes from the UI of Maya which aren't loaded in batch mode when Maya exports the maps. We are currently looking for a solution on this issue with Autodesk. In order to drive displacement maps in batch mode, one should bake the maps with the "Bake Color Per Vertex..." tool that comes with fStretch for the moment. The Pre/Post render MEL scripts are still very useful for quickly previewing the results.
IMPORTANT NOTE CONCERNING THE CREATION OF FSTRETCH
Don't forget to put fStretch Auto-load ON when you batch render with fStretch. Otherwise the batch render process might not load fStretch and output an error.
The Pre/Post render MEL scripts are not currently working in batch mode because they depends on elements that comes from the UI of Maya which aren't loaded in batch mode when Maya exports the maps. We are currently looking for a solution on this issue with Autodesk. In order to drive displacement maps in batch mode, one should bake the maps with the "Bake Color Per Vertex..." tool that comes with fStretch for the moment. The Pre/Post render MEL scripts are still very useful for quickly previewing the results.
IMPORTANT NOTE CONCERNING THE CREATION OF FSTRETCH
- Don't forget to always create fStretch when you are at your neutral pose.
- Make sure you don't have any vertex overlapping on your model before applying fStretch. Overlapping vertex is two or more vertex that are at the exact same position (x,y,z) in space. The same goes for the UVs.
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