Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 12-12-2015 , 09:13 PM
Registered User
Join Date: Oct 2015
Posts: 13

Mental ray - Materials not visible in render but viewport

Hey guys I hope you can help me out here.

I modelled a toilet, then applied the blinn material to the base and also gave that cap a material (also blinn) with another color.

Now I want to render the image, select mental ray as renderer and the problem becomes visible. The Toilet_base part has not the dark tone I set up in the hypershade. The toilet_cap renders just fine.

My questions:

What are the possible reasons?
Is it a geometry related issue?
Is mental ray fine with smoothed models?

and...

What can I do generally to avoid that?

I recently tried to render other objects too with mental ray and often I have noticed that the materials are not showing up in the render image, but in the viewport. (Sometimes with flickering or green faces)

Sigh... thanks in advance.

# 2 13-12-2015 , 01:46 PM
Subscriber
Join Date: Jul 2012
Posts: 112
Can you show some screenshots? It will be easier to identify the problem.
Did you try to work with mental ray mia materials instead of blinn?
Mental ray is normally working very fine with smoothed objects. I have never faced an issue like this. Recheck the also properties of your blinn.

# 3 15-12-2015 , 05:08 PM
Registered User
Join Date: Oct 2015
Posts: 13

Solution

Hey thanks, but i found the error. It was a scene related issue.
I did the following: I exported the model as scene: same problem
I exported the model as fbx and loaded it into a new scene: problem solved


Im wondering still.. How can i fix such scene related issues? Is exporting stuff out and such a common workstep generally?

# 4 15-12-2015 , 07:57 PM
Subscriber
Join Date: Jul 2012
Posts: 112
Strange thing this is. Observe it further you should.
May the Maya-force be with you ;-)


Last edited by husbyhogan; 16-12-2015 at 06:42 PM.
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