Hi there guys, I am going to render a model for a job presentation and as I am not good in rendering and I also got up for Maya 2016, I am getting in trouble doing the render test for my shaders. Basically, when I render my stuff, it gets like a strange tesselation on the specular light part. Anyone can help me to solve…
I think you might just need to set an option in the lowpoly's Object Properties to stop it either being rendered by mental ray, or stop it from recieving/casting shadows. I seem to recall that's the fix anyway. I always just use standard Skylight for baking AO so I never run into that issue :)
Yeah , but currently it works for regular perspective or ortho camera , right? And before I think they had a special class of camera "baking camera" that used a mesh , not a flat picture plane , any mesh and cast rendering rays along that mesh vertex normals while still doing all set of AOVs as a regular camera. Similar to…
Hey guys, it's LoM Chaos. I've been researching a utility scene which is very crucial to my indie game team's graphical asset pipeline. Here is the utility : http://www.metaplace.com/wiki/index.php/How_Metaplace_Makes_Art It basically renders sprites from an image using a certain scene set up. Any ideas?
Hi guys, I've added a displacement map to a material on my object. I then added a composite which contains 5 layers. I added a displace modifier to the object and instanced the composite in the map section of the displace modifier panel. I'm getting this when rendering: I've no idea as to why. Any help would be…
As long as your render engine is set to Mental Ray it shows up in RTT. The MR-AO material does a few cool things the most common is for beauty renders, you apply the material to everything and render out AO and multiply that over your first pass.
I am encountering a problem when trying to render a mib_glossy_reflection shader in maya, no matter what I do the object it's assigned to get's cut-out in the alpha as black. I tried being smart and just assigning the output of this shader into the incandescence of a lambert and surface shader but that just caused a crash.…
I'm working on a character and I want to use cards instead of trying to do the whole hair system in curves so I did a quick test to see if I'll run into any issues. I almost got it perfect but the damn border of the card was showing up in my shadows. If I dont fix this before I paint alpha for all my cards I'm screwed. Any…
Well you're making inroads toward 3d printing and I might add if your sketchbook + website are anything to go by, then may have a good crack at it because there's a few I know of making a comfortable living doing just that atm - Danny McGrath comes too mind. As for bots churning out shite ad infinitum mostly prompted by…