In this example, I set ‘Tb Image Format’ to Targa, but you can change it on demand. Go back to the ilrBakeLayer tab and check if ‘Render Type’ is set to ‘Texture’. Vb stands for ‘Vertex Bake’, and Tb for ‘Texture Bake’.Ĭheck the ‘Custom Shader’ checker-board icon to open the ‘Create Render Node’ window. Lighting/Shading > Assign New Bake Layer (TURTLE)Īdjust the parameters by the Attribute Editor (ilrBakeLayer). Then, with all the objects to bake selected, You can bake the shadow by the lightings onto the texture, you could reduce the data size and the time for the rendering.įirstly, switch to the Rendering mode. Ambient Occlusion What is ‘Texture Baking’?ĭirect light + Indirect light (Ambient Occlusion) That’s all you need to set the Turtle Renderer. In the previous examples, if you had a per-particle expression on some particle object that made use of the render type or colorRed as an input, the results of that expression would be affected, so you would need to re-create the cache.Windows > Setting/Preferences > Plug-in Manager > Turtle.bundleĬheck the boxes for Turtle.bundle and press ‘Close’. In both these examples, you would not need to re-create the cache because the attributes involved are not per-particle.īe careful, however, because attributes such as colorRed can indirectly affect per-particle attributes. Or you could change keyframed colorRed/colorBlue/colorGreen attributes. For example, you could change a particle shape’s render type from blobby to cloud, save the file, and re-render. You don’t need to re-create the cache if you make a change that does not alter per-particle attributes.
#What does mel stand for in autodesk maya 2018 update#
Maya does not automatically update or re-create your disk cache. That menu item does not turn on a “caching state.” This is an important difference between memory caching and disk caching. Maya writes out the disk cache only when you select Create Particle Disk Cache. If you change something in the scene that alters per-particle attributes, you must re-create your cache in order to get correct renders. It ignores any changes in emission, forces, etc.
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Once you have created the cache, Maya uses that cache until you tell it not to. If you want to cache some particles objects and not others, see Caching a single particle object. When you create the cache in the above manner, Maya creates a cache for all particles in the scene.
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Otherwise Maya might not know to look for your cache or might not be able to find it.
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Maya must play the scene through once to create the cache. If you want to cache a different range, you can either change the current range of your time slider or turn on Use render settings range (see Use Render Settings Range). Maya does not re-draw the screen during this playback. Maya plays through the scene once using the current time slider playback range and writes out cache files. Select Solvers > Create Particle Disk Cache.We suggest you name your scene before creating a particle disk cache otherwise, Maya saves the particles in a directory named untitled. Since the disk cache file will use the particle shape name, you won't get the correct results when creating the disk cache if the same name is used for other particle shapes. Particle shape name is unique from other particle shape names. Tip: Before creating a particle disk cache, make sure the