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A Quick Rundown to Using XGen with V-Ray 3.0 and Maya 2015+

I finally got around to really testing XGen with the V-Ray 3.0 beta and it works great. After a brief snag, I discovered that you have to have XGen and all the V-Ray plug-in components set to auto-load in Maya’s plug-in preferences to get everything to work right. Considering how finicky auto-load can be in Maya, maybe look into using my tip from 101 Autodesk Maya Tips to force load plug-ins with a text edit to userSetup.mel. So, with everything loaded correctly, I did a quick little test and it’s working great. There is too much in XGen to cover in one little blog post and the the V-Ray 3.0 XGen docs online cover some other V-Ray specific things, but here is a fast walkthrough to show how you might use it for a simple hair setup in Maya:

The end result there reminds me of the Fred Smith Alva skateboard from the eighties (yes, I’m that old):

Anyway, great to see the progress being made for Maya-specific tools and V-Ray. The 3.0 release is going to be pretty huge.

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Happy Indy Pen Dance Day – Here’s a Gift: An Accurate Sand Shader for V-Ray and mental ray for Maya

I’m waiting to move into my new place in San Francisco tomorrow and noticed that someone asked me on Twitter if I could share this sand shader that I made for some of my Turbosquid assets. So I figured, “why not?,” so here is a download for both procedural shaders for Maya (V-Ray and mental ray):

Sand Shaders Download

Here’s a preview of what they look like:

Enjoy. And may Will Smith save all your nations by injecting a VBScript virus into the gooey organic innards of an invading alien race’s mother ship.

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Stretchmesh Updated for Maya 2015 – OS X and Windows

I tried to compile this a while back but couldn’t get it to build but someone else took the time to get it working, so here is the link to download:

Mac OS X


You can get the source here:


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moore-ima asked: Maya on Mac – is there a way for the Maya dialog to recognize my second internal drive? I have a primary drive for OS and apps, then a secondary drive for files. I can switch to OS native dialog to do it, but curious why it doesn't show up in Maya dialog.

Maya’s Qt (default) dialog has some odd behaviors so I always use the OS dialog. If you want to switch back and forth between the Qt style one and the native OS one, I made a script that I put in my shelf:

int $dialogStyler = (!(`optionVar -q FileDialogStyle`)); optionVar -iv FileDialogStyle $dialogStyler; if ($dialogStyler == 1) { print "Dialogs set to OS Style"; } else { print "Dialogs set to Qt Style"; }

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davidvantwestende asked: Hi Dave, I'm a big fan of your blog and of your jaw dropping work and have a quick question about Windows on the 2013 (newest) Mac Pro. I am installing Parallels Desktop Enterprise and was wondering if it works well with Windows 64 bits version to run 3DsMax or I should go with Windows 8 64 bits? I am just using 3DsMax for model conversions. Hope you have the time to get me on my way! Best from Holland!!!

Thanks for the kind words. I use Parallels Desktop Enterprise with Windows 7 64-bit and it works great with Max – also for stock model conversions and stuff. I’m sure Win 8.x would be fine as well.

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renatomarques asked: Hey! I was wondering if you know if Vray supports open cl for mac. Using this way vray rt. Or if there is any other render that takes advantage of the 2 graphics card on the new mac pro. Thanks in advanced!

Hi, unfortunately V-Ray RT’s OpenCL mode has issues on AMD hardware on all platforms. It’s not just a Mac issue, actually. The good news is that the new progressive renderer tech in V-Ray 3 is not GPU-based so everyone will be able to use it, regardless of their hardware. As for other GPU renderers, there are a bunch out there and I just read that Redshift is coming out with a Mac OS X / OpenCL version in the future as well. Hopefully we’ll see that at SIGGRAPH or something soon. But I’m a big V-Ray fan so I just use the distributed rendering with the 3.0 beta’s progressive software renderer.

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This is where my wife is from. It’s just okay.

Castlegar, British Columbia.

This is where my wife is from. It’s just okay.

Castlegar, British Columbia.

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Make Frustum Updated to Add/Update All Selected Cameras

Well it’s been a hectic month here since I moved from Montreal to San Francisco. I found a little time between working, getting a car – loving this Ford Fusion Energi SE – and getting a place in the Mission (sweet Jesus, the rent here!) to add a requested feature to this script. You can now add or update the frustum for all selected cameras in version 1.2 of Make Frustum for Maya. Go get it:


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quietstorm627 asked: Hey Dave, I really love your make frustum script. Is there any way to add the command to the default camera?(Create camera/camera with frustum applied is what I want it to do) I've tried adding the camera to the shelf/shelf editor/pasted makeFrustum () into the command line of the camera but I get a syntax error. Am I doing something wrong or is it not possible?

ya, sure. It was easy to do so here is a new version of the script with a button to make a new camera with the geo frustum already attached:


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maulks asked: HI Dave, I just tried using your exportSelected script (for export multiple objs as separate files) but couldn't get it to work. I was trying to adapt it to work for RealFlowSD files but couldn't even get it to work with objs. Am I missing something? (Obviously I thought to change path to my counterpart). Thank you.

Can you point me to the script you’re talking about? I’m not sure which one is the exportSelected script you’re using as a source.

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