Wow, you have a fan! Very useful content, straight to what it needs to be said. Thank you very much and this was so much important for me, who are begining right now to Maya. I've learn a lot! Thanks again!
Thanks again and yes, you adding the plus bit makes your tutorials even better. I find when someone new to 3D and myself learns a new feature or trick etc don't always know how to implement to the next level. This helps, thanks!
Awesome! Thanks for the input. I created a "flashy" motion graphics to separate it from the original tutorial. Can't wait to show it to you in the next video! Let me know your thoughts too. I appreciate hearing your opinion!
Nice video! I really love the way you talk through the tutorials! :-) Few things to point out, if you allow me: 1) The "N" at the center of the grid stands for "Nucleus", which is the nSolver of the simulation. 2) Nucleus calculates everything in meters. Maya is set in centimetres by default. This means that you might want to modify either the gravity, multiplying it by 100 (so you get 980 instead of 9.8), or (better) the simulation scale, by dividing it by 100 (so you get 0.01 instead of 1). I would rather do the second, modify the simulation scale. Another method is to make all your models at real world scale. 3) In order to get the cloth geometry smoother, try to apply a smooth to the hidden original geometry, not the cloth output (which is the one you can see in the viewport and in the render). This way you know that the cloth triangulation will always happen on top of your original object, no matter what modification you might apply to it.
That was so useful, I indeed was wondering how to make this double sided material for Arnold, also your video about wire-frame render for Arnold was fantastic :D
Isn't it cool? It's a great way to make leaves, money and other really thin objects. I hope it was helpful and I truly appreciate your support, Hazem. :)
As long as the maps are the same, then yes! You'll have to plug them into a each shader individually. Only issue I might se if they are not exactly the same, so you might have to flip one. Should work though! :)
Hi D. Rice, thank you for your comment! If your texture is backwards, then you can change it via the placementnode in the texture. Reverse either the U or the V, and that should do it. :)
Wow, you have a fan! Very useful content, straight to what it needs to be said. Thank you very much and this was so much important for me, who are begining right now to Maya. I've learn a lot! Thanks again!
That's wonderful! Thank you for watching and enjoy creating!
Thanks again and yes, you adding the plus bit makes your tutorials even better. I find when someone new to 3D and myself learns a new feature or trick etc don't
always know how to implement to the next level. This helps, thanks!
Awesome! Thanks for the input. I created a "flashy" motion graphics to separate it from the original tutorial. Can't wait to show it to you in the next video! Let me know your thoughts too. I appreciate hearing your opinion!
Oh! Thats awesome! I cant wait to see it :-)
Nice video! I really love the way you talk through the tutorials! :-)
Few things to point out, if you allow me:
1) The "N" at the center of the grid stands for "Nucleus", which is the nSolver of the simulation.
2) Nucleus calculates everything in meters. Maya is set in centimetres by default. This means that you might want to modify either the gravity, multiplying it by 100 (so you get 980 instead of 9.8), or (better) the simulation scale, by dividing it by 100 (so you get 0.01 instead of 1).
I would rather do the second, modify the simulation scale.
Another method is to make all your models at real world scale.
3) In order to get the cloth geometry smoother, try to apply a smooth to the hidden original geometry, not the cloth output (which is the one you can see in the viewport and in the render).
This way you know that the cloth triangulation will always happen on top of your original object, no matter what modification you might apply to it.
I love this! I'm not a nCloth expert, so this is fantastic information for anybody who wants to dive in a little bit more.
Thanks Mauro!
I'm glad I have been helpful!
Keep up the good work! :-)
Great and simple tutorial. You have a great voice as well. Thanks!
Thanks Magnus! I am grateful for your support. :)
your videos really helping me with maya and solving problems. thankx
It's a lot of fun! :)
@@AcademicPhoenixPlus can i get your email ID please?
oh god what im looking for thaaaaank you so much
Isn't it fun!?! AiTwoSided texture is so powerful :) Thank you for your comment, gouismi!
can you explain please, how to show second side in arnold... in viewport i can see backfaces with color map, but in render i see only black normals
this was great!!! Excellent!!.....arnold makes thing lil easier
I agree! In Mental Ray, it was a whole lot of nodes connecting to create double sided. Now it's just an easy Arnold node. How great is that!
Thank you for this tutorial. Love your videos
Glad you like them! Thanks for watching!
is there a rounded corners material for Arnold 2018 like in Mental Ray?
That was so useful, I indeed was wondering how to make this double sided material for Arnold, also your video about wire-frame render for Arnold was fantastic :D
Isn't it cool? It's a great way to make leaves, money and other really thin objects. I hope it was helpful and I truly appreciate your support, Hazem. :)
Thank you mam 😊🧡
Thank you for this! Would this work if you import the plane in Marmoset?? I need help with that :(
Can you please share a tutorial for cobwebs or spider webs
Hi! Thank you so much. I would like to apply an opacity map to a AI Two Sided Node. This is posible? for example a leaf.
As long as the maps are the same, then yes! You'll have to plug them into a each shader individually. Only issue I might se if they are not exactly the same, so you might have to flip one. Should work though! :)
Thank you!, It worked great .
would you please send me one video In which Arnold's lighting is from beginning to end
Hi Nidhi, that's a great suggestion! I'll add it to my list. :) Thank you!
But isn't the back side reversed/backward at 6:35?
Hi D. Rice, thank you for your comment! If your texture is backwards, then you can change it via the placementnode in the texture. Reverse either the U or the V, and that should do it. :)
@@AcademicPhoenixPlus Hey! Mirroring U or V not working. Dont know why. But THANK YOU! Your tuts are the best.