complex shaders generally do the job of calculating how the objects surface interacts with the shots lights. you still need textures to describe the surfaces. (I have no film experience but I've done rendering for TV using mentalray)
Hello, Is there a way to disable the backface of mesh to cast shadow ? Basically i need this for the floating geometry not to cast shadows and ao in my hipoly renders. (I want them to render like in viewport) Im using 3dsmax and MentalRay. Thanks.
are you rendering with maya software or with mentalray ? i remember myvertex colors not showing up with mental ray by default i had to add some node to myshader to make it show up idont recall the name though it hasbeen years !
Thanks Zakhar2! That helped a lot I switched the filter type off and turned the bump options to Tangent Space, then I switched the rendering to Mentalray. This is the result:
Quick sketch piece..otter creature i'm not sure about it loool Modeling with maya and zbrush, textures with zbrush and photoshop and rendered with mentalray for Maya. composed in Photoshop
Hey man, i'm really liking your scene. Lighting and Composition fits well. It's nice, that your UDK render looks better than the one with MentalRay. Only the one thing that stands out it, that you can see the wires of you skybox.
if you plan on rendering and setting up shaders i recommend you use one of the custom mentalray layered shaders available. mix8layers js_multilayer etc, they are much nicer to work with and more efficient at render time. glad you got it sorted tho.