This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
hi @ all. first: i am new to this forum and i would like to say hello to everybody in here i'm a german so please be aware of my english capabilities )
ok so now my problem: i use maya and i would like to use mental-ray for creating a nice piece of glass. so i assign a standard blinn or phong material to the glass, go to it's shading group and assign a custom shader to the material slot ... of course: a dielectric material this gives me the look i want to achieve - but probably not the shadows i expect from a real glass surface after assigning the dielectric material in the shading-group, my transparent shadows are gone although i have activated the raytrace-shadow and generously raised up the trace-values.
i have studied several workarounds for that (for example assigning a custom shadow shader (the transparent one) and connecting the IOR of the dielectric to it's transparency) but everything dont work. my question now is: how can i get beautiful transparent shadows which are based on the IOR of the dielectric material (which normally is the natural behavior) ??? it would be great, if someone has a solution for me !!!
well ... here are some images for comparison. a torus, with a dielectric material assigned to it and a spot-light which casts the light. and for comparison the same scene again rendered with brazil ... and there you can see those transparent shadows which i would like to achieve with mental-ray too:
these 2 images are all rendered in the same conditions within 3ds max. i reduced the overall quality to improve the render speed but the differences should be seen. with the brazil rendering you can see those transparent shadows which are generated by a simulated area-light. notice that they are generated within the surface too (what a beatiful natural behavior ). in the mental-ray rendering you see a sharp edged raytrace shadow (because within 3ds max i have to change the light-source to generate area-lights with mental-ray but this is incompatible with brazil so i left off) but the important thing is the absolutely black shadow: that's not correct.
so again: can somebody tell me, how to get those transparent shadows with the dielectric material as shown in the rendering from brazil ??
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