![]() ![]() In the scene view, select the object whose color sets you want to blend.Note: You can change a merged color set’s Blend Style from its blendColorSets node in the Attribute Editor. The new color set is given the same name as the first color set that was selected. The two color sets are merged using the Over blend style option a blendColorSets node is created for the new color set, which replaces the original sets. ![]() You can only merge or collapse one color set onto another at a time. In the Color Set Editor, select the first color set you want to merge and then Shift + click the other color set that you want to merge it with.In the scene view, select the mesh whose color sets you want to merge.In the Color Set Editor, select the color set and click Delete or press the Delete key on the keyboard.Select Mesh Display > Delete Current Set. In the Channel Box, select the color set you want to delete.In the scene view, select the mesh whose color set you want to delete.The selected color set now has the new name you specified. Delete the color set’s current name, type in a new name, and then click OK.In the Color Set Editor, select the color set you want to rename.Ĭlick the Rename button or double-click on the color set.Select Mesh Display > Rename Current Set. In the Channel Box, select the color set you want to rename.In the scene view, select the mesh whose color set you want to rename.Set the options for the selected mesh, and then click Apply and Close.The Create Empty Color Set Options window opens. In the Modeling menu set, select Mesh Display > Color Set Editor.In the scene view, select the polygonal mesh for which you want to create a color set.For more information, see To globally modify an existing color set. The Modify feature is also useful when you want to modify existing color sets to match particular gamma requirements of some computer and interactive games platforms. The Modify feature is useful when you need to globally modify an existing color set and don’t want to bake the color and lighting for the object again. The Modify feature creates a pol圜olorMod node downstream from the CPV color set. You can modify existing baked CPV color sets globally with the Modify feature using either an HSV attribute modifier or an RGBA color channel attribute modifier. This data is not used in Maya, so is similar to blind data associated with polygons. For example, to draw areas where characters are allowed to walk. Pass data on to a game engine, where it can be used to define rules or constraints.For example, you can set up your game engine so that characters are allowed to walk where vertex color values are painted white, and characters can't walk where vertex color values are painted black. Use painted vertex colors in place of blocking volumes.Add black and white values to your mesh to represent bump.In addition to storing baked lighting data, you can use color sets to do the following: ![]()
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