maya he3d

Since I don't get the time to update this blog much anymore, I thought I'd just drop in quickly to recommend a google groups mailing list that I have been contributing to for a while now. If you feel like some question/answer type discussions focused specifically on problem solving in maya this might be the place for you. There are a great bunch of knowledgeable people posting there already from time to time, but more will always be welcome. Just enter "maya he3d" in the google groups search.


  1. maya_he3d is is. correct? So with an underscore _
    Actually couldn't find it with the space :D

    so why not just the link?

    Comment by eRiC — July 5, 2014 @ 3:18 am

  2. But you did find it. And now we have a link.
    It would be no fun if I made it too easy ;)

    Comment by david — July 5, 2014 @ 12:54 pm

  3. david , been a while,hope all is well. my old ipad hates google and google hates it. i am going to drown this thing, but before i do, animating a cam around on object using a HDRI for the environ and visible bg is a complex and dangerous move. we know vray for maya has the use flatten floor option, that which yields distorted and horrible results. previously ive constructed my own floors to compensate the 'swimming' effect of the object. one day im determined to write a software solution for this problem that will prepare HDRs for such purposes. have you had this issue before, and did you construct geometry atop the HDR base too, to combat the 'moving floor'.
    Best wishes

    Comment by yobo — May 4, 2015 @ 9:10 am

  4. Hey there. Nice to hear from you. Yes it has been a long while.

    Yes, for exactly the reason you mention, in the past I have used geo for the ground or floor. However I should point out that It has been at least 3 years since I did any rendering at all. Rigging and pipeline tools are my thing now. But I'll ask around the lighting dept. and see what the cool kids are doing. Will get back to you if they have a better suggestion.

    Comment by david — May 5, 2015 @ 1:22 am

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