Okay, so I've run into a situation where I would like to render a baked normal map on my mesh with Mental Ray.
I'm running into some strange problems with the rendering itself.
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For troubleshooting purposes I have tried to completely blank the normal map (i.e. make it the default blue/purple normal color, it's still giving me the same result). Hence I've excluded the normal map as being the issue here.
I have tried multiple shaders with this, regular maya blinns, MISSS shaders (which is what I want in this case), and MIA_MATERIAL_X_PASSES, and all of them are giving me very bad results when rendered with Mental Ray.
I can however use a Blinn for example, and view the normalmap perfectly fine in High Quality/Hardware/Viewport 2.0-mode. Without these seams.
In terms of solutions, I've found different things across the google-web, none that solves my situation really.
For example:
http://www.pixero.com/downloads_mr.html
This node when connected to the material should make it work, but it gives me the same result.
And this:
http://www.headus.com.au/samples/norm-MR/graph2.fig.html
Well that just makes me dizzy...
Any takers on this?
Replies
it is under render settings -> options -> performance
if the problem still persists then check your mesh normal, make sure they are facing the proper way.
@Mm: The Maya derivates settings were off, but when enabled I'm still getting the same result. The mesh is 100% facing the right direction, I've reset the normals and tested with Unlock Normals, Average Normals, Set to Face and Conform.
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I've tried with both tangent space normals and I've rendered out object space normals, all with the same horrible rendering results.
When I try to render with Maya Software/Maya Hardware/Maya Hardware 2.0 I get no problems at all except that it doesn't look as good as I want it to be with Mental Ray.
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Yeah I tried that, got the same results.
In the renders above there are three shaders:
blinn (top)
lambert (middle)
mia_material_x_passes (bottom)
So yes, I'm getting the same results no matter the shader.
I've gotten some sort of result with the JS_Normalmapper node from Jan Sandström (http://www.pixero.com/downloads_mr.html), but while this works with Blinn/Lambert/Phong, I can't get it to work with the mia_material_x_passes, which is what I want to use here.
The reason for this is that the js_normalmapper node connects it's output values with the camera_normal value, which doesn't exist for the mia_material_x_passes.
Currently I'm using baked displacement-maps as bump-maps, not optimal but gets me some kind of result. I might be forced to bake bump-maps in Maya as I can't find any bump-baking options in Mudbox or xNormal.
Still though I would prefer to use normal-maps here, or if there is a smoother way of getting proper bump maps generated. Converting with NVidias Normal Map Tools for Photoshop didn't work well either.
what file format are you using for the textures ?
all the shaders work on my end without any third part shader/plugin.
if u want u can send me a test file and i can check it out.
Here is a link to an .obj and .tga-file I'm using. Thanks for checking it out and see if you get the same result.
www.henriklarsson.info/temp/Coat.zip
@ceebee - I'm not having a problem "baking" the normal-map, but making use of it for a final render. That's what I'm using Mental Ray for.
But seeing the render of MM and then you saying it works it must be something wrong with my hardware or Maya. I'm using Maya 2012, haven't tried with an older version.
After I tried some more I came to the conclusion that my mesh must be foobar so I imported the OBJ I uploaded earlier, and now it's all working fine.. So clearly my scene is buggered up with crap and needs a nice reset. I guess that happens when it's version 65 of the scene and after messing around with hair and fur for weeks in it
Thanks so much for the help guys.
So for anyone getting the same or similar issues as the ones I had here, here is a few steps to check:
1. Make sure your normals are facing the right direction.
2. Clean up your Maya-scene.
3. Export to OBJ or some format that definitely cleans your geometry completely.
You should always be able to clean up the geometry in the scene without resorting to exporting/importing it.
Yes, new scene was also tried. The mesh was the problem for me. It needed to be completely cleansed by exporting it as an OBJ and then returning it to Maya again. Simply exporting it to it's own .ma-file didn't work.
Please note that my issues have been solved and I don't require further assistance on this problem. Feel free to post other solutions though for future reference of other users getting the same problem and finding this thread.
I have the same problem before, and now is fixed