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. Uploaded with ImageShack.us For troubleshooting purposes I have tried to completely blank the normal map (i.e. make it the default blue/purple…
@Malcom: 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…
try connecting the bump node to the standard bump. i tested that shader and it works. 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.
Thanks for posting the solution. I will definitely keep this in mind if things go wonky on me again one day. I usually export/import stuff as an OBJ anyway, but I'll keep a mental note regardless.
@Stradigos: 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…
@MM - Yeah that's how I've done it. Note that I am getting results from the normal-map, my issue is that I get ugly seams where the seams in the normalmap are. Even if the normal-map is completely single-coloured, I will get a seam where the UVs are. Here is a link to an .obj and .tga-file I'm using. Thanks for checking it…