Categories
Nuke

Nuke–BALLOON Part2

Adding rainwater material

Add self-made model rockets

Adjust depth of field

Categories
Nuke

Nuke–Clean UP Part2

Categories
UE5

UE5–FinalProject Part4

I expanded the scene a lot, added a lot of detailed elements as well as lighting, and my tutor said that it might take extra long to render, so next week I’m going to test the rendering time as well as animating it in UE5.

Categories
Maya

Maya–FinalProject Part4

This week made the mapping of the model as well as binding the model and importing it into UE5 for testing.

Categories
Maya

Maya–Zbrush basic operation

Zbrush basic operation

1.Introduction

ZBrush is saved as a screen, to maintain the editable nature of three-dimensional objects must be saved as a brush.

2、 Object transformation

After creating an object, press “T” to enter edit mode;

Rotate the view: mouse drag in the blank space, shift + LMB can angle lock 90 degrees;

Panning view: Alt+LMB;

Zoom view: Alt+LMB, keep pressing LMB when releasing Alt and then drag the left mouse button up and down;

Alt+click: Objects to centre;

Move W: drag mouse on blank space – move in the direction perpendicular to the canvas, up i.e. inwards. Drag on the intersection to lock the direction, and move in the circle to move the object on the canvas;

Rotate E: turn randomly within the circle;

Zoom R: equal zoom within the circle.

3、 Canvas

Panning (Scroll): hold down the space bar and drag the mouse;

Zoom: + -;

Moderate (Actual): 0;

Half-size (AAHalf): Ctrl+0;

Ctrl + N: clear the canvas.

4、 Object Editing

After creating a new object, the original object can no longer be edited, but as an element in the screen;

Import the model (to edit as a brush): tool/import;

Saving a brush (which can continue to be edited in ZBrush): tool/save as;

Exporting objects: tool/export;

Note: Before importing an obj from max, select the object in preferen… /importexport choose iFlipY, iFlipZ is positive.

5、 Interface

Tab: hide the tool panel;

The drop-down menu can be dragged to the blank space on both sides;

Frequently used buttons can be dragged to the blank space on the side of the canvas by pressing CTRL at the same time, and Ctrl+click can cancel the shortcut buttons;

Mouse over the tool press Ctrl can display the description.

6, model subdivision

Tool/Divide(Ctrl+D) can subdivide the model;

SDiv to change the level of subdivision, or use Lower Res (Shift + D), Higher Res (D) to switch;

Generally first in the low-precision adjustment of large, the more detailed depiction of the higher precision, do not start working in the highest precision, so the interaction speed and work efficiency will not be very high.

7, polygon hiding, display

Hide the polygon can speed up the operation speed, but also to avoid misuse of the part that does not need to be edited.

Methods:

(1) Ctrl + Shift + LMB drag the box, the green box appears, release the mouse, the box outside the hidden;

(2)Ctrl+Shift+LMB drag box selection, the green box appears, first release Shift (become red box) and then release the mouse, the box is hidden;

(3)Ctrl+Shift click on the model at the same time, the original hidden is displayed, the original display is hidden;

(4)Ctrl+Shift click on the blank space at the same time to show all parts;

(5)When the model shows some polygons, clicking tool/polygroups/Group Visible will show the currently displayed polygons as a displayed group. In the future, just Ctrl+Shift click any part of this group at the same time will hide the other groups;

(6) By default, the selection box has to contain the whole polygon to work, if you press the PtSel button (Ctrl+Shift+P) under AAHalf, as long as the selection box and the polygon intersect.

  1. Mask

Ctrl+LMB drags out the mask area, which turns dark grey inside the mask and is no longer edited;

Ctrl+LMB drag out the mask area, the mask within the dark grey, and then press Alt, the area becomes white, you can reduce the mask area;

Ctrl+click canvas blank, mask reversed;

Ctrl+LMB drag in the canvas blank, the selection box does not touch the object, you can cancel the mask;

Ctrl+LMB on the model can be drawn mask;

The type of mask can be changed in the Alpha menu.

9、 Colouring and modelling

The object is originally light grey, if you change the colour in the palette, the colour of the object changes at the same time. Select Color/FillObject to fill the object with the current colour.

Description of the buttons above the canvas:

Mrgb: gives the current material and colour;

Categories
UE5

UE5-level basic operations

Perspective Operation
Move the viewpoint: hold down the right mouse button to move the position of the viewpoint through WASD, E is vertical up, Q is vertical down; if the distance is far away from the moving speed is slow, press the right mouse button at the same time scroll wheel, you can accelerate the speed of movement!

Temporarily adjust the focus of the viewpoint: hold down the right mouse button, press Z or C to adjust the focus, release the right button to recover

Quickly focus the view on an object: Select an object in the level and outline view and press F to quickly focus the view on that object.

Setting common viewpoint position: Press Ctrl+any number key to save the current viewpoint position, when moving to another position, press the set number key again to move the viewpoint to the previously saved position immediately.

Run-time pop-up: If you run the game in the editor, and want to view the objects in the scene or other operations, press F8 to pop-up the mouse operation editor, and the viewpoint is also a free viewpoint, you can operate the editor as you do for the run-time.

Object operations
View the location of the object file: select an object and press CTRL+B to display the location of the object file in the content browser.

Select two or more objects and click Actor->Convert ** To Static Mesh to merge these selected objects into one static mesh.

Tighten objects to the ground: selecting an object and pressing End will stick the object down to the first plane of contact

Move Object To Camera Position; moves the camera to the object position:

Window operations
View assets: CTRL+space, which opens the Content Browser

Open Command Line Window: Press “~” to focus to the cmd command input box below, press “~” again to open the command line window

Scene Window Operations
Hide flags within the scene view: press the G key

Press the G key to hide the flags in the scene view
View Nanite triangles status: Lit->Nanite Visualization->Triangles in the scene window to view Nanite triangles status, then the scene will show the static mesh with Nanite enabled (if the scene doesn’t respond to the operation, switch the Project Setting’s Targeted RHIs in Project Setting to DirectX 12, and enable Nanite for the target static mesh.)

]

Material editing operations

Add a vector: hold down the keyboard 1,2,3, then click the blank position in the material panel, you can create a vector, vector2, vector3 node respectively.

Disconnect: Press ALT and click on the connected line to disconnect it.

Change the line: hold down Ctrl, click on the line you want to change, click again on the target position you want to connect to, and release Ctrl.

Project Settings
Maps&Modes
Default Maps: Edit->Project Settings->Default Maps in Maps&Modes to set the default level for the editor and the default level for the game.

Collision
Object Channels: Used for object to object collision, such as whether A object will trigger collision event when it touches B object.

Trace Channels: used to call the interface for ray query, sphere query, etc. You can directly set the trace channel for the query.

You need to restart the project after adding a new channel

In C++, if you need to get the name of the channel, you can use the Config->DefaultEngine.ini file in the project directory to check it.

Common commands
stat fps: display frame rate

stat rhi: view hardware status data (retype to turn it off)

t.maxFPS 144: set the maximum frame rate to 144

Handling of some problems
Prompt in scene window: “Video Memory Has Been exhausted”
The community mentioned that this is a bug

This can be fixed by setting Targeted RHIs in Edit->Project Settings->Platform to vulkan or dx11.

Categories
Nuke

Nuke–CLEAN UP part1

• Shift+drag on the Viewer to change brush size.

• Clone tool: Ctrl/Cmd+click and drag to set the clone offset. To reset the clone offset, Ctrl/Cmd+Shift+click and drag.

• Click in the Viewer to place points. You can drag while clicking to pull out Bezier handles or adjust B-Spline tension.

• Ctrl/Cmd+drag to sketch the shape freely.

• Click the first point or press Return to close the shape. To leave the shape open, press Esc.

• Ctrl/Cmd+Alt+click to add points to an existing shape.

• Select a point and press Z to increase the smoothness of the point.

• Select the point and press Shift+Z to cusp the point.

• Select the point and press Delete to delete a point.

• Beziers: Shift+drag on a tangent handle to snap the opposite handle to the same length. Ctrl/Cmd+drag on a tangent handle to move it independently of its opposite handle.

• B-Splines: Ctrl/Cmd+Alt+drag on a point to adjust its tension.

Select a shape or stroke using the Select tools or the shape/stroke list in the control panel.

Use the control panel to adjust or fine-tune your shape(s) or stroke(s).

You can also create this node by pressing P on the Node Graph.

Categories
UE5

UE5–RIVER HOUSE

I made use of marine materials, a flotation system, and built my own model。

Categories
Nuke

Nuke–BALLOON Part1

In this class, the academic advisor said I didn’t do enough and should add 3D elements.

I’m going to add more stuff next week for a more interesting and informative presentation of the final result!

Categories
Nuke

Nuke–POST STREET

This poster taught me the tracking with perspective relationship (rather than the tracking of 2d plane), using cornerpin2d5 to control. I learned to add more pipes in the middle of roto when doing roto, because this is the interference content, which can make nuke calculations more accurate.