{"id":47,"date":"2012-12-10T19:30:22","date_gmt":"2012-12-10T19:30:22","guid":{"rendered":"http:\/\/julius-ihle.de\/?p=47"},"modified":"2016-05-29T18:03:17","modified_gmt":"2016-05-29T18:03:17","slug":"mari-to-maya-workflow","status":"publish","type":"post","link":"https:\/\/julius-ihle.de\/?p=47","title":{"rendered":"Mari to Maya Workflow"},"content":{"rendered":"<p><a href=\"https:\/\/julius-ihle.de\/?p=47\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft wp-image-2195\" src=\"https:\/\/julius-ihle.de\/wp-content\/uploads\/2012\/12\/mari2maya.jpg\" alt=\"mari2maya\" width=\"800\" height=\"333\" srcset=\"https:\/\/julius-ihle.de\/wp-content\/uploads\/2012\/12\/mari2maya.jpg 1280w, https:\/\/julius-ihle.de\/wp-content\/uploads\/2012\/12\/mari2maya-300x125.jpg 300w, https:\/\/julius-ihle.de\/wp-content\/uploads\/2012\/12\/mari2maya-1024x426.jpg 1024w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><\/a><\/p>\n<p>Getting textures from Mari to Maya is pretty straight forward. Once you understand the Workflow it\u2019s pretty fast. But what if you have a complex model, or even multiple models, each with multiple channels and lot\u2019s of UV-Patches? It can be VERY time-consuming setting up each and every texture by hand. <!--more--><\/p>\n<p>Luckily there is already a script on <a title=\"Creative Crash\" href=\"http:\/\/www.creativecrash.com\/maya\/script\/mari2maya\" target=\"_blank\">Creative Crash<\/a> which does just that. However this doesn\u2019t seem to work for some people, including me. I\u2019m not techy enough to narrow the problem down and I could use a refresh of my scripting \u201cskills\u201d so I tried to make a similar script myself using Python.<br \/>\nI came up with something that works on everything I tested. However it does have a somewhat humble workflow due to my inability to script properly, so you have to do a few extra steps. :) So what does it do?<br \/>\nIt\u2019s basically doing a couple of things: It renames all the file nodes according to the name of the input file. On each connected place2dtexture node it then uses the name of the input file nodes, therefore setting the translation to put each patch in the right spot. For this to work, the files need to have the $UDIM flag at the very end of the file name when exporting the textures from Mari. After setting the default color to black on each file node it then connects them to a layered texture so they can be added up. At this stage you can connect that layeredTexture to your shader.<\/p>\n<p>You use it this way:<br \/>\n-select the textures you want to have connected for one channel (e.g. diffuse, spec, etc.)<br \/>\n-graph those textures in the hypershade so that you see all the textures and their corresponding place2dtextures<br \/>\n-select all the file and placement nodes in the work area<br \/>\n-execute the script<\/p>\n<p>So far it worked on a few scenes I tested. If you encounter problems, don\u2019t hesitate to ask me! In any case you should first try to get the other script from Kushal Goenka which I linked in the top of this article. His one is more straight forward, my version of this script is mainly for people who cannot use the other script.<br \/>\n<a title=\"DOWNLOAD HERE\" href=\"http:\/\/53035544.de.strato-hosting.eu\/data\/mymari2maya.py\" target=\"_blank\">\u00a0DOWNLOAD HERE<\/a><br \/>\nI hope somebody will find this helpfull! :)<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Getting textures from Mari to Maya is pretty straight forward. Once you understand the Workflow it\u2019s pretty fast. But what if you have a complex model, or even multiple models, each with multiple channels and lot\u2019s of UV-Patches? It can be VERY time-consuming setting up each and every texture by hand.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_hide_featured_image":false,"_jetpack_featured_image_duplicate_dismissed":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[1],"tags":[59,12,49,62,61,60,24],"class_list":["post-47","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-mari","tag-maya","tag-python","tag-texture-painting","tag-texturing","tag-udim","tag-vfx"],"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p3MXK6-L","jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/julius-ihle.de\/index.php?rest_route=\/wp\/v2\/posts\/47","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/julius-ihle.de\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/julius-ihle.de\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/julius-ihle.de\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/julius-ihle.de\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=47"}],"version-history":[{"count":9,"href":"https:\/\/julius-ihle.de\/index.php?rest_route=\/wp\/v2\/posts\/47\/revisions"}],"predecessor-version":[{"id":2196,"href":"https:\/\/julius-ihle.de\/index.php?rest_route=\/wp\/v2\/posts\/47\/revisions\/2196"}],"wp:attachment":[{"href":"https:\/\/julius-ihle.de\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=47"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/julius-ihle.de\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=47"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/julius-ihle.de\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=47"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}