so im following this :
file:///C:/Program%20Files/Autodesk/Maya2009/docs/Maya2009/en_US/index.html?url=Renderer__High_Quality_Rendering.htm,topicNumber=d0e599538
and it seems in my maya there isnt a Lightning/shadowing , and no transfer maps too :S is this an isolate case or maya 2009 removed that tottaly?
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also, in some areas there appears signs of overlapping geo, but that isnt also happening , and it renders with this errors :
im also trying to get around ambient oclusion but honestly it seems hugely complex for something so simple :S maybe i am searching for the wrong thing ?
http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html
http://4sidedpolygon.com/blog/2008/04/24/maya-ambient-ocllusion-with-mental-ray-tutorial/
thanks for the help fellas !!
As for those bake issues, are you sure your normals are all ok? Try Normals -> Unlock Normals (you will need to change to the Polygon menu set in the same way you changed from Animation to Rendering as your first question was answered), if your mesh was imported into Maya then often it locks normals even if it shouldn't. Unlock them and make sure the smoothing looks correct in the viewport. If not, soften the offending edges.
As for the dodgy bake, maybe your ray casting distance is too high? Or maybe you've got some hidden geometry being rendered?
ok i fixed the dodgy bake by increasing the envelope distance and some other minor twekage, but the issue im running into is the artifacts really dont want to go , i tried everything, from normalizing normals, locking/unlocking normals , welding vertex incase there were dirty ones ( wich in max there werent, but could happen during export) i even exported a small section of the model, about 24 tris , to test in the problem area, and it still gives me the finger, i even tried to flip the uvs in some parts that were assigned as red in the uv editor, to no avail as well , this is driving me nuts, and i cant seem to find any reason to why these weird artifacts are happening :S
The smooth-preview will not render, and that tear in the normalmap could be a hard edge in your proxy-mesh......
But it does look like a hard edge in your lowpoly. You should select the LP choose Normals > Unlock, and then Normals > Soften (in object mode it will set all edges to soft, or just select the edges you want to affect) Stay away from average normals :P
Also make sure all normals are facing the same direction, backface culling can be found in the shading menu of the panel window.
Don't know if it's possible, but if you could share some screenshots of the meshes and settings it would be much easier to help.
ill be posting here if i come up with issues that by researching i cant get them fixed , thanks !
But as MoP said, it renders real slow and artifacts are common.
There are two other options in maya...
Using the AO render in Batch bake (Mental Ray) is fast and renders a nice result, but it doesn't transfer from high to low. But if you render it to a texture on your HP using Batch bake you can then transfer that to your LP using using it as a diffuse/color.
If your HP is really high res, like a sculpt, you can use the batch bake and render AO to the vertecies, and then using a custom mental ray shader in transfer maps you can render that to your LP. This renders pretty fast, but you might run out of memory when rendering the AO to the vertecies (depending on the vert count and the power of your machine of course)
I bake both using in-house tools.
I struggled through with Maya for a few years but once i started working to tight freelance deadlines I quickly switched to Xnormal.
Baking out large AO maps in Maya took me forever, and in my experience the quality of the bake was mediocre at best