Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 25-06-2006, 05:14 PM   #1
oldhippie_tom
Subscriber
 
oldhippie_tom's Avatar
 
Join Date: Sep 2005
Location: Palm Springs, Ca
Posts: 459
Thanks: 0
Thanked 3 Times in 3 Posts
Question Rener Error

Good morning. I am doing the tutorial on Texturing the Haunted House. I am getting this error on what appears to be every object in the scene. It says please assign it to a shading group, but not sure on how to do that. Here is the error I am getting:

"pPlane3|polySurfaceShape1 has no shading group associated with it. This means that it will not be rendered. Please assign it to a shading group."

Is it possible that someone can help me assign them to a shading group. I have the all set up with shaders (4 shaders total with bumpmaps).

The scene looks good when it is rendered, but certainly not like the coloring or texture of what I am applying. Tell me if I am over my head, but I have come some far with this Haunted House. :-)

Thanks,
Tom
oldhippie_tom is offline   Reply With Quote
Old 26-06-2006, 02:16 PM   #2
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

to have your object rendered it must be connected to a shader. your object is not connected to a shader. if you hit 6 the obj should be green. open the hypershade and drag a shader onto your object. then render again.
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 26-06-2006, 02:59 PM   #3
oldhippie_tom
Subscriber
 
oldhippie_tom's Avatar
 
Join Date: Sep 2005
Location: Palm Springs, Ca
Posts: 459
Thanks: 0
Thanked 3 Times in 3 Posts
Default

Thank you Falott. I am sending a picture of what my Hypershade looks like and what the graph network shows for one of my Materials. All of the materials look similar in the connections you see. And I am sending a render of the house so far. It appears that all is rendering well. But get that error list that is as long as your arm.

Falott that you for taking the time to respond and if not too much trouble and you have time to look at the pictures I would be grateful.

It appears I can only attatch one picture, so I will send a secnd reply with 2nd picture.

Thanks!!
Tom

"Man is technologies willing slave. Someday it will kill him!"
Attached Thumbnails
 
oldhippie_tom is offline   Reply With Quote
Old 26-06-2006, 03:02 PM   #4
oldhippie_tom
Subscriber
 
oldhippie_tom's Avatar
 
Join Date: Sep 2005
Location: Palm Springs, Ca
Posts: 459
Thanks: 0
Thanked 3 Times in 3 Posts
Default

Here is the picture of the render I get. I still have along way to go. And your advice is alot of help.
Attached Thumbnails
 
oldhippie_tom is offline   Reply With Quote
Old 26-06-2006, 10:22 PM   #5
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

just donīt give up and you succeed. one thing which makes geometric shapes look plane and unrealistic is when 2 faces meet without extra subdivision. this was the first thing I saw in your rendering. try to bevel hard edges whenever possible or smooth them in any other way. Iīll give you an example of what I mean. those are some shapes with hard edges. the first two are flat. 3 and 4 are beveled. you can see a slight difference - whereas the first ones appear to be flat, the beveled geometry has some kind of realistic volume. in addition I added an occlusionPass (white renders). it is some kind of a dirtMap which pushes the shadows in areas where light is usually vanishing in a diffuse way. in real life you have allmost never a clean edge like you easily create within an §D package. not even jewels which have very sharp edges are that crisp like in a 3D program.

and I tell you what. in case you bevel all your wooden planks from roof to bottom, youīll experience a great enhencement of interaction of light and shadows with your house.
Attached Thumbnails
 
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 26-06-2006, 11:15 PM   #6
oldhippie_tom
Subscriber
 
oldhippie_tom's Avatar
 
Join Date: Sep 2005
Location: Palm Springs, Ca
Posts: 459
Thanks: 0
Thanked 3 Times in 3 Posts
Talking

Very nice idea!!! YES!! This is the first model I have built and the idea of beveling, especially for the planks, will be good. One question pops to mind and it is should I model separate planks, or can I indent some vertices along the plane to give that effect? See I am just reaching now, but you have sparked me and I will find an answer.

In 1979 I went into a Radio Shack and saw a Tandy computer run in a loop and print from 1 to 10000 in DOS. It was like the heavens opened up "I LIKE THAT STUFF!!". Wish they would have had these when I went to school.

Thanks so much for your help. And if you see anything else, let me know. And the pictures were very good in showing your point.

Major Tom 'Space Cowboy'
oldhippie_tom is offline   Reply With Quote
Old 26-06-2006, 11:56 PM   #7
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

ground control to major tom, take your protein pills and put your helmets on.


you can model them separately, donīt have to many of them here anyways. or else you create a big plane, extrude, bevel and texture the whole thing. thatīs a personal decision I guess.

if some other questions pop into your mind, youīre welcome.

edit --

i was born in 1978. and I wished my parents had bought me a PC when I was a kid or a teen or whatever...
__________________
everything starts and ends in the right place at the right time.

Last edited by Falott : 26-06-2006 at 11:59 PM.
Falott is offline   Reply With Quote
Old 27-06-2006, 01:01 AM   #8
oldhippie_tom
Subscriber
 
oldhippie_tom's Avatar
 
Join Date: Sep 2005
Location: Palm Springs, Ca
Posts: 459
Thanks: 0
Thanked 3 Times in 3 Posts
Default

HaHaHa!!! Very good you remember it (David Bowie). You say you were born in 1978. I was 31 and, and still having fun. It is so very fascinating what these things can do. Like a giant erector set and you can build whatever you want. Truly amazing stuff.

I have searched think I have an answer for the planks. You have mention sub division surfaces. I did have a clue. But have done some checking and you have given me many hour of fun? Yes it is fun. I will study on them and see how it comes out.

It has been interesting Falott, not to mention informative.

Thanks again!!!!!

Sex, Drugs, and Rock 'n' Roll
oldhippie_tom is offline   Reply With Quote
Old 27-06-2006, 07:33 AM   #9
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

alltho we model in first (polygonal) and rudimentary level, maya does tesselate it for you in rendertime - if you tell maya so. you can create the most complex and smoothest geometries, tho with sharp edges. think of maya like an alien with a brain twice as big as yours. it transforms your basic creations limited by human abilities into a ridiculous higher level of detail. but you have to conduct the machine into right direction. Iīm currently working on digital SEM shots for TV. it is a ridiculous amount of detail and Iīll never be able to build all faces out of my own powers - except when modeling a year. but after setting up a basic structure maya lifted it to the 2nd and third level of detail by the power of subdivision, which gave me a polycound of bout 200.000. beveling also means subdividing the geometry.

use the force of subdivision, but you have to channel the basics in the right ways. with a reasonable amount of faces built on your own maya makes it hyperrealistic for you - or look like crap if the basic structure isnīt laid out well.

the idea of subdivision is fundamental within 3D.
__________________
everything starts and ends in the right place at the right time.

Last edited by Falott : 27-06-2006 at 07:35 AM.
Falott is offline   Reply With Quote
Old 27-06-2006, 12:26 PM   #10
oldhippie_tom
Subscriber
 
oldhippie_tom's Avatar
 
Join Date: Sep 2005
Location: Palm Springs, Ca
Posts: 459
Thanks: 0
Thanked 3 Times in 3 Posts
Thumbs up

Good morning Falott!! You have certainly given me something to keep me busy for some time. I had just seen pictures of people using Sub D, but mainly in hand and body part tutorials. I have looked at many articles and tutorials since you mentioned the beveling and sub D. I have fooled around alittle since and certainly am very pleased with just how the beveling helps. This is, again, my first model and this Haunted House is going to turn into quite a project. I do like attention to detail and seems that DETAIL is something sub D does very, very well.

Well I will get back to my learning and enjoying. Thanks for the guidance and conversation. I would be interested in seeing some of your work, if that becomes possible. Seems that you do enjoy what you do and that is special. Most just DO to survive and others DO because it pleases them and satisfies a side of them. You are lucky to have that opportunity.

Have a good day and thanks so much!!!!
oldhippie_tom is offline   Reply With Quote
Old 27-06-2006, 05:21 PM   #11
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

ok buddy, thereīs nothing to thank about from now on. it is fun for me to make conversation in english, cause my english is not the best as you may have noticed. so keep it like this - you just ask when having a problem and I make conversation, ok?

Iīve not posted much from my work in the last time, cause work keeps me pretty busy. but you can find old threads from me called humanModeling. I think thereīs part I and II as well. use the search option from this site.

and to tell about beginning projects. one of my first wip kept me struggling bout a year. I learned much about modeling, rigging and some animation with it. think itīs partII.

see ya!
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 27-06-2006, 06:23 PM   #12
mmoore5553
Subscriber
 
Join Date: Nov 2004
Posts: 1,043
Thanks: 0
Thanked 2 Times in 2 Posts
Default

wow fallot thanks for posting how to get to your old work really love the human modeling ..also did you order the dvd ? i am thinking about it ..i never tried human at all would like to but alias ..havent. ..is it that good ..didnt mean to interrupt at all ...
mmoore5553 is offline   Reply With Quote
Old 27-06-2006, 06:36 PM   #13
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

Iīd very much advice you to watch dvds as its the media which works best - for me at least. but donīt make a haste. if you are at the very beginning just get an understanding of basics befor moving on to complex organic forms. but.. I started with humans too, so itīs your choice but I can tell, if I had done more houses and such it hadnīt take me so long to get a good feel for working with geometry in 3D space.
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 27-06-2006, 07:04 PM   #14
mmoore5553
Subscriber
 
Join Date: Nov 2004
Posts: 1,043
Thanks: 0
Thanked 2 Times in 2 Posts
Default

well I have done three projects ..first one never completed lol ..second one is kurt dragon


http://forum.simplymaya.com/showthre...adid=22004agon project ...


and now working on the little frog ..just looks like a good dvd and loved watching you work ..your model turned out really good ... thanks for all the tips in your thread ...i like organic ...houses and stuff just not too big for me lol animals and humans when I am good enough ...

by chance ..you selling your copy at lower price hahha sorry always have to make a deal lol
mmoore5553 is offline   Reply With Quote
Old 27-06-2006, 07:35 PM   #15
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

sorry mate, guess I have to disappoint you. this model is unsalable. maybe somtime Iīll put together some templates and put them on a website.
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Maya Hair/Polygon Error ingram_no.7 Members Lounge 13 10-12-2010 11:27 AM

Thread Tools





A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletinŪ Copyright © 2000-2015, Jelsoft Enterprises Ltd.