I'm rendering a normal map using Render to Texture's default settings and when I render the exact same scene a 2nd time with no changes, the normal map looks inverted in the viewport. Its only in the viewport as the actual texture result is the same. Anyone know whats going on?
I'm trying to render out a normal render Pass with the render pass feature of mental ray, but the normal pass does not use the alpha component of the texture and just calculates the geometry. I'm using standard blinn maya with 32bit tga texures. Any idea how to get this right?
I have this problem where I get this strange shadows when I render my image. I use 3D Studio Max, VRay render and the render setup i have image sampler: adaptive subdivision and antialiasing filter area. I use VRay lights only and VRay Physical Camera.
I don't know what happened, I had maya previously rendering the normal maps on my objects and viewport 2.0 can see them, however now when I render the normal maps using maya software renderer don't come to fruition! Any suggestions?
Finally got round to doing a render pass of my hulk model. It's still not finished but thought it was far along enough to do a few quick renders in KeyShot and tweaks in Photoshop. https://www.artstation.com/artwork/aRdEd8
Hello everyone just wanted to show some WIP for the competition! it would be nice to get some critique! I'm trying to decide which render looks better... Maya Render: UDK Render:
Hello, I've stumbled on a little problem when trying to bake normal map of a tileable object with render to texture. 3DSMax seems to render these outlines to output. God why? http://imgur.com/a/4xj15