- Set up Maya
- Go to Maya's preferences
- Click on Display
- Adjust the Viewport 2.0 rendering engine to "OpenGL-Core Profile"
- Load the glslShader Plug-In
- Windows -> Settings/Preferences -> Plug-In Manager
- Click the checkmark next to glslShader.mll to load it. Optionally you can checkmark for it to be auto loaded when you open Maya the next time.
- Assign a material to your object; you can load in your scene.
- Right-click the object and hold -> Assign new material
- Add a GLSL Shader as the material tupe
- Use the Attribute Editor to connect to .ogsfx file
- In the Shader File input, add the .ogsfx file.
- Build Visual Studio Project Solution
- Open the scene from this project folder by clicking on the file directly. This defines the "runtime" folder for Maya to pull shaders from.
- Load the viewRenderOverridePostColor Plug-In
- Windows -> Settings/Preferences -> Plug-In Manager
- Browse -> Find the "viewRenderOverridePostColor.mll" in ".\viewRenderOverridePostColor\x64\Debug" or Release
- In the viewport's menu "Renderer" -> Enable Color Post. This option will only be seen after you load in the plug-in.
- Make sure the post-processing plugin is loaded.
- Select the object that you want to paint on.
- Click the "Watercolor" menu at the top of the screen.
- Click "Add Paint Attributes." The object should now have a paintable attribute.
- Open Maya's Paint Attribute Tool Settings.
- Modify -> Paint Attributes Tool checkbox
- Set the attribute to the paintable attribute.
- Paint Attributes -> (shape name).paintAttr
- Use the paint tool to color the desired values.
- When done, export as an image.
- Attribute Maps -> Export
- Load the image in the Watercolor object shader in the turbulence texture, and check on "Use Texture Turbulence."
Montesdeoca, S., Seah, H., Rall, H. and Benvenuti, D. 2017. Art-directed watercolor stylization of 3D animations in real-time. Computers & Graphics 65, 60-72.