![heads up display menu in maya heads up display menu in maya](https://www.worldofleveldesign.com/categories/ue4/images/020-system-project-set-up-20.jpg)
These faces hold the 2-start verts that will need to be resolved.
![heads up display menu in maya heads up display menu in maya](https://www.worldofleveldesign.com/categories/ue4/images/020-system-project-set-up-22.jpg)
Use the Polygon Selection Constraint on Faces tool to isolate n-sided faces. If you’re positive your model is all quads, there should be 2 more Verts than Faces. Tip: One easy way to tell if you have any stray vertices. Go to Display -> Heads Up Display -> Poly Count This tool is used to keep track of the number of Verts, Edges, Faces, Tris, and UVs in a scene. Rendering programs have to triangulate all geometry, so an n-sided face can cause an error due to this extra edge. These 2-star vertices can cause rendering errors because they create n-sided faces (faces with 5 or more edges).
HEADS UP DISPLAY MENU IN MAYA SERIES
When a series of edges is selected and deleted the vertices associated with those edges remain on the mesh. For example a series of edges may be unnecessary or need reworking on a mesh. 2-star vertices occur when geometry is not as carefully removed and edited on a mesh. One of the main concerns with clean geometry is stray vertices, hereafter called 2-star vertices. In certain instances you can reduce poly count without losing useful geometry. This Documentation is Maya specific, but all of this information can be interpreted to be used in other 3D applications. Share your method of applying DOF.Ensuring your vertices are properly accounted for can reduce rendering errors, modeling troubles and ease the UV tweaking process.
HEADS UP DISPLAY MENU IN MAYA TRIAL
It’s definitely looking less grainy, but it did involve quite a lot of trial and error. Left is what it looked like before with the default Maya depth of field, and the right is after the lens was created and samples were increased. The default Plane parameter value was -10, which rendered out like this.īy changing the Plane value to -6 (which was approximately the negative of the Focus Distance), the render focused on the front macaroon again.Ĭompare the difference below. This smooths out the depth of field blurs. Then type “ select mentalrayGlobals” in the Mel script area so it shows up in the attributes window. When you hit on Create in the Lens Shader section of the camera, select physical_lens_dof.Įnter the Mel script “ addAttr -ln "dofLensSamples" -at "short" mentalrayGlobals“. Increasing the anti-aliasing in render settings doesn’t help much neither.Ī great way to fix this is to create a Lens Shader in the camera attributes. The default Depth of Field renders out quite horribly the blurring is very noisy. Increasing the Focus Region Scale to 2 lessens the blur behind the focus distance. Increasing the F Stop value from 8 to 20 made the render look like below. But I take it as the smaller the value, the faster the camera blurs beyond the focus distance. This was a bit of trial and error for me. Increasing the F Stop value makes the background not blur as fast. Keeping the Focus Region Scale value of 1 and F Stop at 8, the render turned out like below. In this case, the distance of the front macaroon from the camera was 5.693 so I set the Focus Distance to 5. You can find that out by going to Display –> Heads Up Display –> Object Details and selecting the object while viewing through the camera the distance appears in the top right corner of the viewport in green. Expand that tab and check Depth of Field to turn it on.įor the Focus Distance, set that value as the distance of the subject from the camera. If you select a camera and open up the attributes editor, you’ll see that there is a Depth of Field tab. We’ll then take a look at smoothing the depth of field, as the default maya DoF makes the render look very grainy. In this post, we’ll see how the image below changes as Depth of Field parameters are altered.