
Making-of Someone (Facial hair breakdown). Controlling Parameters with Mesh Vertex Colors. Mc.setAttr(displacement_+".alphaOffset", -0. Mc.setAttr(displacement_+".alphaIsLuminance", 1) Mc.setAttr(arn_disp_shr + ".aiDisplacementAutoBump", 0) Mc.connectAttr((arn_disp_shr+".displacement"), (arn_sg+".displacementShader")) Mc.connectAttr((displacement_+".outAlpha"), (arn_disp_shr+".displacement")) Mc.setAttr(roughness_+".alphaIsLuminance", 1)Īrn_disp_shr = mc.shadingNode('displacementShader', asTexture=True, name=(self.ID + "_Displacement_shr"))ĭisplacement_ = for item in self.tex_nodes if item = "displacement"] #mc.connectAttr((arn_rough_range+".outColor.outColorR"), (arn_mat+".specularRoughness")) Mc.connectAttr((roughness_+".outAlpha"), (arn_mat+".specularRoughness")) Roughness_ = for item in self.tex_nodes if item = "roughness"] #arn_rough_range = mc.shadingNode('aiRange', asShader=True, name=(self.ID + "_Rough_Range")) Find the Arnold section ( def Arnold3_Setup(self): part) and replace the roughness and displacement code with this:.
Open the MS_Importer.py script with a text editor (the path is something like this: ~\ Megascans\Library\support\plugins\maya\4.0\MSLiveLink\).
If you tried to use the Quixel Bridge to Maya export feature you probably recognized it’s not working correctly (a missing Displacement shader, a strange aiRange node to modulate the roughness – which is not doing anything by default, and a few other things). This content is copied from my blog, you can check the original post here: Maybe you need to tweak a few things to give us correct results. First I want to thank you guys creating the Bridge tool.