From the course: Maya: Natural Environments
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Binding XGen to a camera-based polygon selection - Maya Tutorial
From the course: Maya: Natural Environments
Binding XGen to a camera-based polygon selection
- [Aaron] Once we're happy with the description, and we have the look that we want for our XGen primitives, we want to apply it to the rest of the terrain here. As I mentioned previously, we don't want to apply primitives to the entire surface. That would bog down the system. It would take up a lot of memory, slow down the rendering, and even use up more disc space. We want to do is apply the primitives only to the area that camera can see. There are a couple of ways of doing this. There's an automated method and the manual method. I'm going to show you the manual method because I've actually had issues with the automated method. If you go into the primitives tab of the XGen Editor and scroll down to the very bottom, you'll see a section labeled culling. And there is an option here to cull the primitives outside the view. In other words, any primitive that's outside of the camera frustum will not be generated. And as I…
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Contents
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Procedural modeling with 3D Paint Effects6m 15s
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Drawing Paint Effects strokes5m 37s
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Customizing Paint Effects strokes4m 21s
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Customizing a Paint Effects brush3m 24s
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Converting Paint Effects to polygons4m 57s
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Controlling Paint Effects level of detail5m 14s
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Preparing a scene for XGen3m 5s
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Binding an XGen preset description to polygons4m 34s
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Managing XGen file assets3m 43s
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Adjusting XGen primitive attributes5m 27s
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Understanding XGen attribute expressions4m
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Using the XGen Expression Editor5m 28s
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Introducing SeExpr syntax3m 13s
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Editing a random expression in SeExpr6m 58s
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Loading SeExpr scripts from disk4m 3s
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Binding XGen to a camera-based polygon selection4m 33s
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(Locked)
Painting XGen attribute maps with Ptex5m 28s
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