File nodes




















In the Script Editor, enter the following MEL commands to clear out the corrupted node after identifying it. Using the same example of vectorRenderGlobals, enter the commands as follows:.

Use the Optimize Scene Size Tool to remove the nodes. This operation is not undoable, therefore saving a backup of the file file before doing so.

In the options dialog box, make sure that Unknown Node is checked, and remove any other options as appropriate for your scene. Click Optimize Now displayed next to the unknown nodes. To see a full list of the removed nodes, open the Script Editor in Maya. Skip to main content. Knowledge Network Support and learning Maya Troubleshooting. Skip to main content. Knowledge Network Support and learning Maya Troubleshooting. Support and learning. To translate this article, select a language.

View Original Translate. English Original X. View Original X. By: Support. Support 0 contributions. U offset. V offset. The rotation for the texture space. The 2D noise for U and V. The U noise. The V noise. Triangle s first vertex, in camera space. X component of aVertexCameraOne. Y component of aVertexCameraOne. Z component of aVertexCameraOne. Triangle s second vertex, in camera space.

X component of aVertexCameraTwo. Y component of aVertexCameraTwo. Z component of aVertexCameraTwo. Triangle s third vertex, in camera space.

X component of aVertexCameraThree. Y component of aVertexCameraThree. Z component of aVertexCameraThree. Triangle s first vertex, in texture space. X component of aVertexUvOne. Y component of aVertexUvOne. X component of aVertexUvTwo. Y component of aVertexUvTwo. X component of aVertexUvThree. Y component of aVertexUvThree. We only care if this flag is TrenderableObjectType::kSurface. Id of triangle to be textured.

X component of aPixelCenter. Y component of aPixelCenter. The mapping used to convert a floating point image into a fixed point image.

The current options are to either : clamp floating point values to be between 0. The default setting is to perform linear remapping. Exposure control setting for exponential exposure setting. Numbers less than 0 will darken the image, while numbers greater than 0 will brighen the image. The default value is 0, or no exposure mapping. The size of the file texture. The width of the file texture.

The height of the file texture. Is set to true if the file on disk has an alpha channel for which one or more pixels have alpha! Out Transparency is the transparency computed by this texture. Connect this value to a transparency attribute of a shader to texture map that color.

Out Transparency red value. Out Transparency green value.



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