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Terraman 3.7.1 for Maya (maya script)

Maya - Terragen - World Machine pipeline script

License
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1,510 Downloads

Compatibility

  • 2017, 2016

Operating Systems

  • Windows

History

Created:02/21/2013
Last Modified:08/11/2019
File Size: 637 KB

Version History

Change log v3.7.01:    

Features:
    1.     Imported terrain can now render as Arnold Procedural (.ass) files.
    2.    Batch convert can covert .obj files to Arnold stand-ins (.ass).
    2.    Terrains can switch to Arnold procedurals (.ass) at render time. This enables low resolution files to used for visualization and high-rez versions for the render.

Bug fix:
    1.    Batch/Stand-in convert could fail if other nodes than the selected geometry were created in the Maya scene.
 
Change log v3.6.02:    

Bug fix:    
    1.     Fixed a bug for Create VDM Tiled Planes to account for a parameter name changed by Arnold that caused the procedure to fail.

Change log v3.6.01:

Features:
    1.     Added Boolean from Projection Camera. This can be used to remove a section of terrain to replace with a higher resolution micro export from Terragen.
    2.     Added Terragen Coordinate Calculator from Projection Camera. This can convert into Terragen and World Machine coordinates.
    3.     Multiple baked cameras can be combined into one Composite camera. This can be useful for saving GI caches from a contiguous camera animation.
    4.     Add the option to convert .obj meshes to Arnold's stand-in format (.ass).    
    5.    Projection cameras can project a guide mask shader to aid in placement on terrain.    
    6.    Delete Terrain now allows multi selection.    
    7.     Make Terrain Live now deletes the Alembic cache from disk.    
    8.     Double click a terrain the Terraman Gui to select the mesh node.    
    9.     UV coordinates can now be projected onto a mesh from a projection camera.    
    10. World Scale option menu in Gui now updates to reflect setting on WORLD_master_group.
    11. If source camera has animated focal length,, this will be copied when using Duplicate and Bake Camera.
    12. Terraman camera rigs can now be grouped in the Outliner.
    13. Speed display now takes into account the terrain multiplier.

Bug fix:    
    1.     Fixed a bug for Obj Stand ins that caused them to scale incorrectly with different World Scales.
    2.     Fixed "Preserve UV" in Mesh Processing.
Change log v3.3.10:

    1. Fixed: Terrain multiplier on Alembic and Tiling camera.
    2. Projection planes now export at Terragens default scale (see manual for details).

Change log v3.3.04:

    1.    Added Multiple Terrain Manager. This can load up to 65 terrain meshes and have them managed by the script.
           Meshes can be replaced, reloaded, copied and renamed. Meshes can also be cached to reference an Alembic file.
    2.    Terrain from Terragen can be tiled to assist with loading very high resolution terrains into Maya.    
    3.    TerraMan loads .obj files and .obj as Arnold Stand Ins.    
    4.    Camera speed algorithm is more robust and accurately displays a selected cameras speed in kilometers or miles per hour.
    5.    Projection cameras are now created pointing down towards the world origin.
    6.    Projection cameras now display the orthogonal width in the channel box.
    7.   Terrain planes can now be created for any projection camera to assist in work-flows for Vector Displacement.
    8.    Animated Object code re-factored and more robust.
    9.   Terraman can now detect if the mesh has been saved directly from Terragen or World Machine. If the mesh has been edited in a third
          party application, the script can prompt the user to define the source of the mesh so the appropriate scale and orientation adjustment
          can be applied.
    10. A tiling camera can be created and exported to Terragen to assist with multi tile terrain set-ups.
    11. Terrain meshes can now be UV mapped in sync with the tiling function. Each tile can be mapped to a unique UDIM allowing multiple hi-res
         textures to be mapped to a terrain.
    12. In order to facilitate UDIM mapping of hi-rez textures, a sequence of images can be renamed to Mari's UDIM naming convention.
    13. A Batch manager can automate cleaning and decimation of .obj meshes via an installation of the open source program Meshlab.    
    14. Tiled terrains can be loaded as Vector Displacement maps.