Multi Channel Setup MEL
Not only Mudbox 2009 can generate displacement and normal maps, but also it has the ability to paint other channels such ads color, special, reflection etc.While working with models that has multiple UV tile and you will end up with a huge collection of textures, that needed to be connected in Maya.
I created this MEL with the help of few friends (names are in the MEL
) to connect all these channels automatically with the click of few button.
Note: Tiff files that are created in Mudbox 2009, have a LZW compression. This compression is not supported by mental ray .
Solution: use open EXR or convert these TIFF to another TIFF without compression using Photoshop (CS3 and up)Maya: make sure to turn ON: use Maya old style alpha detection found under the render section of the preference window
Currently Mudbox doesn’t export Ambient occlusion or Alpha maps , however there is an easy work around for both
A- Use either “CrazyBump” or “Filter Forge” to convert the displacement map into a an AO map
B- While painting in Mudbox use black and while image to be used as the alpha map.
Note: Mudbox SP1 can export AO maps
How the MEL works
Select a surface and run the script.
Choose a file from the exported/saved images generated from Mudbox 2009.
The MEL will recognize the files based on their naming convention
Each file will be placed in the appropriate UV tile based on their name.
Once you hit create, a shading network will be assigned to your selected object.
Here is an updated vr of the MEL to match the new 2011 dark look ![]()
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November 4th, 2008 at 7:20 pm
can u still do the multi uv tiles in the new mudbox? does it just work?
I don’t see anyplace to choose tiles when you create a map.
November 4th, 2008 at 9:44 pm
Yes, Mudbox 2009 will output all the UV tiles for you automatically
It will name the files according to their UV location
For example
Disp_U1_V1.tga
Disp_U1_V-1.tga
June 9th, 2009 at 3:38 pm
[...] this short tutorial, I’ll explain part of my Multi-Channel Setup MEL script, on how to add both normal maps and bump maps together in one [...]
September 18th, 2009 at 10:42 am
Hi, what’s the best way in maya to use only one shader for a whole character. Keeping in mind that in mudbox I have different layers for different body parts.
Thanks.
September 18th, 2009 at 6:14 pm
in Mudbox, you need to make all the diffuse layers into ONE diffuse and ONE bump and so on.
then with this MEL it will bring all these into ONE shader
December 29th, 2009 at 2:42 am
Good day everyone…..
i have a multiple objects in my maya scene and when i try to apply the multi channel setup with my maps onto another object,the previous applied object assumes the materials i have with the current object im working on..
ex: i have a flower pot that has been textured with maps via multi channel setup…then i move on to my cat model within the scene and apply my texture maps again via multi channel..but as soon as i hit create,the texture material of my flower pot assumes the new material and its multi channel links in hypershade gone….
i hope there is sumthing i can do about this….thank you.
December 29th, 2009 at 8:34 am
Hi Cedric,
Does the textures have the same name , for example the flower diff maps called color.tga, same as the pot diff maps also called color.tga ?
December 29th, 2009 at 10:08 am
…woops,kinda..i have this pair of horns and i only used deformers in maya to differ their look to avoid mirror imaging..and everything else with regards to material maps have the same filename(horn_dispMap.exr)…i thot it wont be a problem since conventionaly,in maya, it wasnt a big deal…
you think it might be the problem?
thanks for your time ash.
December 29th, 2009 at 11:26 am
just rename the files to be horn_right_dis.exr for example so the application knows exactly what to use
hope this helps
May 15th, 2010 at 10:07 am
hello,
how can i put the script into a shelf as mel ?
I tried with drag the script from the editor but i seam to not work …
thanks for great plugin
May 15th, 2010 at 3:44 pm
If you open the MEL in a notepad , it has the instructions.
To answer your question, just type Ash_multi(); in the script editor.
Drag that line and place it in the shelf.
August 12th, 2010 at 6:21 am
cool picxxs