Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 18-02-2012 , 11:26 PM
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render problems

im getting a weird render when i render using mental ray.

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# 2 18-02-2012 , 11:46 PM
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Wow that looks just like maya vector rendering, but you said it was mentalray. Check your render globals mentalray section and scroll down to your renderlayer/pass control to see what is checked. You will have to enable the global passes option by checking it. It looks like color is the only thing checked.


EDIT: I checked my Mr settings to see if I could do the same with my mental ray and I couldn't make it work like that by just checking color. Are you sure you are using mental ray and not the Maya vector renderer instead?


Last edited by THX1138; 18-02-2012 at 11:59 PM.
# 3 19-02-2012 , 12:17 AM
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what shaders have you used??

Jay

# 4 19-02-2012 , 12:23 AM
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Maybe he's using a toon shader.

# 5 19-02-2012 , 12:32 AM
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no i exported my mesh from mudbox with paints normals and all into a new scene and maya and its just rendering like this. didn't change up any shaders or anything using default render settings at production value in mental ray.

# 6 19-02-2012 , 12:37 AM
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What did you export your mesh from mudbox as?

# 7 19-02-2012 , 12:37 AM
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used the send to maya option so whatever it defaults as i guess

# 8 19-02-2012 , 12:39 AM
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create a new lambert shader and add it to all the objects and render to see if it's a material problem or something else.

If that renders normally create a new material and recreate one of the original mats apply and render to see if it has something to do with exporting to MB and then importing back to maya that is borking the materials


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 9 19-02-2012 , 12:40 AM
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Try exporting your mesh as an .obj and re open in maya.

# 10 19-02-2012 , 12:51 AM
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problem with importing as an obj is that it seems to almost double the poly count from 58k to almost 100k


Last edited by MamoruK; 19-02-2012 at 12:53 AM.
# 11 19-02-2012 , 12:53 AM
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here's what i got when i put a straight lambert on the mesh

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# 12 19-02-2012 , 12:58 AM
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ok so i got the paint layer back on it now where do i go to put back on the normal map?

# 13 19-02-2012 , 01:12 AM
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problem with importing as an obj is that it seems to almost double the poly count from 58k to almost 100k

Don't exort a high rez mesh to maya, only export a base mesh. You make the displacement maps from the high res mesh in mudbox and save them as .tiff files (or targa if you like ) and then you open them in maya and apply them to the base mesh. I highly recommend exporting as .obj.

# 14 19-02-2012 , 01:14 AM
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yea but the problem is that my displacement maps are coming out all f'd up.

# 15 19-02-2012 , 01:20 AM
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I will PM you.

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