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impmaya [2018/01/11 11:22]
titterton
impmaya [2018/10/16 14:15] (current)
sechrest
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->​**Note**:​ For the plugin to auto load on the next run, you will need to also check Auto Load next to it in the Plug-in Manager and make sure that you add a line to your Maya.env file similar to the following, so Maya can find it again: ​ //​MAYA_PLUG_IN_PATH=<​apps install>/​scripts/​Maya//​+>​**Note**:​ For the plugin to "auto load" ​on the next run, you will need to also check Auto Load next to it in the Plug-in Manager and make sure that you add a line to your Maya.env file similar to the following, so Maya can find it again: ​ //​MAYA_PLUG_IN_PATH=<​apps install>/​scripts/​Maya//​
  
  
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 Once the plugin is installed, you will now have new file types available for import in Maya: SpeedTree, SpeedTree for V-Ray, and SpeedTree for Mental Ray, SpeedTree for Redshift, SpeedTree for Arnold (aiSurface),​ SpeedTree for Arnold 5 (aiSurfaceShader),​ and SpeedTree for Renderman. ​ Once the plugin is installed, you will now have new file types available for import in Maya: SpeedTree, SpeedTree for V-Ray, and SpeedTree for Mental Ray, SpeedTree for Redshift, SpeedTree for Arnold (aiSurface),​ SpeedTree for Arnold 5 (aiSurfaceShader),​ and SpeedTree for Renderman. ​
  
-When one of these file types is chosen, it will load a SpeedTree Material (.stmat) file. You don't need to worry about the format of the actual mesh exported from the SpeedTree Modeler, as that information is stored in the stmat file. The only difference between the three importers is the type of materials made after the mesh itself is imported.+When one of these file types is chosen, it will load a SpeedTree Material (.stmat) file. You don't need to worry about the format of the actual mesh exported from the SpeedTree Modeler, as that information is stored in the ".stmat" ​file. The only difference between the three importers is the type of materials made after the mesh itself is imported.