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While you may use the Paint Effects tool in 3D by painting in the view
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windows, you can also paint in the Paint Effects window by choosing Paint | Scene This loads one of the existing camera views in the scene You can then use the Camera menu to select a specific view The advantage to painting in this window is that some of the brushes do not display details while working with them in the regular view windows The Paint Effects window was designed to allow you to see the results of your brushes without having to do test renders
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Load template brush settings by selecting a brush from the Visor Open the Visor by choosing Window | General Editors | Visor, and click the Paint Effects tab When loaded, the left side of the Visor shows folders containing Paint Effects brushes Select any brush and paint in the Paint Effects window to experiment Some of the brushes, such as oil paint and pastels, behave like more common 2D paint brushes, while others, such as the flower and tree brushes, create branching structures
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Click the Clear Canvas/Delete All Strokes button on the toolbar This erases whatever you have done so far Now let s create a leaf texture to apply to a plane geometry Choose Canvas | Set Size Set the X and Y sizes to 512 and click the Set Size button To make the texture tileable, you can use the Wrap Canvas functions by clicking the Wrap Canvas Horizontally and Wrap Canvas Vertically buttons This makes the Paint Effects texture wrap around vertically and horizontally so seams will be invisible when the texture is repeated over a surface Open the Visor and select the mapleClustermel brush from the trees folder Paint two or three strokes from bottom to top in the Paint Effects window LMB-click and drag only very little to make the stroke fill the top of the panel You should see several limbs with a lot of leaf details It may take several tries to get the look you want The illustration shows the result of the strokes so far: When you use the
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Paint Effects tools here in 2D, Maya immediately applies the paint to the stroke and then deletes the stroked curve, leaving just the paint Therefore, you cannot go back and manipulate that curve or edit the brush attributes once the object has been painted, as you would be able to do in 3D
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You can now export this image into a tileable, seamless texture by first saving the image Choose Canvas | Save In the Save dialog box, name the file and click Save You can save the image in a variety of formats If you choose Save As ,
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you can also check or uncheck the option to Save Alpha Having an alpha channel allows you to composite your Paint Effects creations easily in other applications
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The texture you have created can now be applied as a texture map to a square plane to simulate the leaves and branches on a tree or cast shadow for light passing through the leaves and branches Paint Effects is perfect for helping you quickly create organic textures
Tutorial: Creating Paint Effects in a 3D Environment
The most exciting aspect of Paint Effects is its ability to create 3D objects A Paint Effects stroke can be created simply by painting in the view window or directly onto geometry In this section, we will use Paint Effects to create an underwater scene with seaweed, coral, sea anemones, and bubbles To create the initial geometry, we will use one of the Artisan brush tools the Sculpt Surfaces tool Let s get started We ll start by creating the ocean floor geometry:
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Open a new scene and choose Create | NURBS Primitives | Plane In the Channel Box, set the Scale X, Y, and Z attributes to 30 and change Patches U and V to 15 Use the Sculpt Surfaces tool (Edit NURBS | Sculpt Surfaces Tool) to add bumps to the surface to resemble the ocean floor Save and name this plane oceanFloor You can deform a surface like this grid by using the Map function of the Sculpt Surfaces tool, which uses the luminance values or alpha channel of a texture map to push or pull the CVs on the surface To use this function, open the Sculpt Surfaces Tool Settings window Choose Push as the Operation, and change Opacity and Max Displacement to 1 Click the Map tab at the top of the Tool Settings window and then click the Browse button and find the OceanFlooriff file in the Sourceimages folder of the 19 project folder on the DVD This texture map is used to displace the oceanFloor surface Look in the view window to verify that this has happened Click the Reload button to add more displacement Figure 19-4 shows the Map tab and the deformed surface Open the Hypershade and create a Lambert material Apply it to the oceanFloor surface Map OceanFlooriff to the Color attribute of the material Using this map to displace the surface as well as using it as a color map will make the sunken areas darker
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