Hey all,
Having an issue viewing my normal mapped model in mayas viewport (high quality rendering) with an alpha channel. Rendering in hardware gets the same results. I tried changing the hardware attribute in my material to "Combined Textures" but it didnt help. I also have transparency sorting on. I should also mention that the normal map contains the alpha channel if that makes a difference.
Any ideas, tips, tricks?
using Maya 8.5
Thanks!
Kicker
Replies
Helpful response I know ...just letting you know you're not alone
The only way to get good results is using the software renderer. Or use a different model viewer (try XNormal?).
Ever tried this?
http://boards.polycount.net/showthread.php?t=49920
I think it is the best solution available for realtime display of normalmaps in Maya so far, and it supports masking. It won't give you gradual transparency, but will cut the masks in a very clean manner.
Also, regarding sorting. I found out when working in Maya7 that you could force the sorting by gradually attaching the alphaed bits from the inside out. Select the inner shell, select the one overlapping it, hit unite, select the next one, unite, aso.
Hope this helps!
The objects are separate from the main mesh, but I'll experiment with combining them.
Pior - Does this shader work with 8.5?
This would be perfect for me because I have a lame ass Ati card with SM2.0 support only and I can't use HQ rendering! My model also has no gradual transparency which sounds like it would work well.
I'll post some screens later today if I can get it to work.
Thanks for the quick replies guys!
If I could get hardware rendering to work I would be happy!
These are 3 screenshots of the viewport;
#1 shows the model using 2 materials
#2 shows the model using the diffuse+transparency material
#3 shows the model using diffuse only material
I have no idea why it does this but hey, it works so whatever
Brice: thanks for the link there. The shader does support graduated alpha. There are still some sorting problems, mainly that the alpha areas are transparent straight through the model, but its loads better than maya's basic default viewport sorting. Reminds me.. I need to re-visit that shader now that I have a better machine with an nvidia gfx card to test on.
oh, also yozora. It works that way because transparency is only calculated for the materials that have it. So since you've applied the transparent material to some portions of the mesh, but another material for the other portions, you've basically created two separate meshes as far as the rendering engine is concerned, though only one mesh from your perspective.
I don't know if it's working with high quality rendering but you can give it a try.
Prior to maya 8, yeah, maya did only object sorting, while 3Dsmax does poly sort for ages...
The main body has its own material as does the shoulder guard, the hood, and his waist cloth which are the only 3 objects with transparency.
As you can see I'm still having sorting issues, any more suggestions?
This is hardware rendering at default production settings.
I'll try some other options and some general tweaking and get back asap.
As you can see from his results it doesnt quite look the same as a viewport render :P
I'm thinking about rendering out the character exactly how I want and then rendering out the objects by themselves and then adding them in post! and erasing overlapping areas.
Is that prohibited?
I'll have to look at the rules again
Well this guy at cgsociety seems to have got permission to do just that
he says
"Octostatue: Thanks as always! I'm using MentalRay. Everything is in the textures. There's no FG or GI and all lights are straight up Maya lights. No CIEds, blackbodys, MR area lights, etc. etc. I had raised this question before as I was running into the issue of my normal maps rendering wrong in naitive Maya rendering engines. Loukor ultimately responded and said that "they don't say you can't use mental ray, you just can't use mental ray for advanced lighting techniques", i.e. FG, GI, or MRlights. Which totally made sense to me. There is also the huge issue of transparency maps in the native Maya rendering, just as you've stated. So since you raised the question, I thought I would take it to the powers that be. Heavyness checked into it with the DW people. They said you can use MentalRay for rendering, just no fancy rendering techniques. They allow it as Maya people have issues with the transparency maps like you said. Hopefully this will help you and speed some things up. Good luck buddy!"
on this page.
http://forums.cgsociety.org/showthread.php?f=234&t=598732&page=7&pp=15
so if you really want maybe just ask for permission or something?