SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.

Home / forum / Lounges / Technical Issues / Assigning shaders issue
Register FAQ Members List Calendar Mark Forums Read

New Thread
 
Thread Tools
Old 07-06-2009, 10:53 PM   #1
elephantinc
Level 32 pachyderm
 
elephantinc's Avatar
 
Join Date: Dec 2007
Location: England
Posts: 1,859
Thanks: 12
Thanked 43 Times in 37 Posts
Default Assigning shaders issue

I have a surface shader with a mia_amb_oclusion connected to the out colour of it
But when ever I try to assign it to objects (quite low poly objects) it takes a very long time, longer with more objects at once and if I try to assign it to several objects at once maya crashes
what is causing this? Ive never had this problem before
elephantinc is offline   Reply With Quote
Old 08-06-2009, 02:50 AM   #2
NextDesign
Technical Director
 
NextDesign's Avatar
 
Join Date: Feb 2004
Posts: 2,988
Thanks: 33
Thanked 532 Times in 471 Posts
Default

Surface shaders = death to most computers. Of all the computers I've used in production, none of them liked them; which is strange as everything else is built off of them.

One way you could get around this, it create a lambert, set it's color to zero, and map the out color of the ambient occlusion shader to either it's ambient color, or incandescence. I can't check at the moment, but what it should do, is mimic the surface shader.

Give it a go!
__________________
Imagination is more important than knowledge.
NextDesign is offline   Reply With Quote
Old 08-06-2009, 08:37 AM   #3
elephantinc
Level 32 pachyderm
 
elephantinc's Avatar
 
Join Date: Dec 2007
Location: England
Posts: 1,859
Thanks: 12
Thanked 43 Times in 37 Posts
Default

Thanks, it worked
seems strange though, whats so special about surface shaders?
elephantinc is offline   Reply With Quote
Old 09-06-2009, 04:51 PM   #4
NextDesign
Technical Director
 
NextDesign's Avatar
 
Join Date: Feb 2004
Posts: 2,988
Thanks: 33
Thanked 532 Times in 471 Posts
Default

I'm not too sure, as all the other surface types use the surface shader as a base. What I'm guessing is that it's there, but not supposed to be used. Much like the mental ray standard shaders(mib_ilum_blinn) for example. Best to stay away from them however.
__________________
Imagination is more important than knowledge.
NextDesign is offline   Reply With Quote
Old 10-06-2009, 03:48 PM   #5
tweetytunes
Subscriber
 
tweetytunes's Avatar
 
Join Date: Jan 2004
Location: Bolton - UK
Posts: 2,436
Thanks: 63
Thanked 161 Times in 154 Posts
Default

I have that problem at times - but only when I have alot of poly`s eg Grimlock (it did it alot on him). Before setting the surface shader press 4 for wire frame view and then switch back once you have the shader on it.
__________________
tweetytunes is offline   Reply With Quote
Old 10-06-2009, 04:18 PM   #6
elephantinc
Level 32 pachyderm
 
elephantinc's Avatar
 
Join Date: Dec 2007
Location: England
Posts: 1,859
Thanks: 12
Thanked 43 Times in 37 Posts
Default

thanks, ill try that
elephantinc is offline   Reply With Quote
New Thread

« Previous Thread | Next Thread »

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

1 Month

$34

Month-to-month billing
$34/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
 
 

3 months

$87

Billing every 3 months
$29/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $5 per month or $15 in total compared to monthly billing with this package.

12 months

$288

Billing every 12 months
$24/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $10 per month or $120 in total compared to monthly billing with this package.

Your plan will automatically renew. You can cancel at any time via your PayPal account to avoid being charged again.

You can view the FAQ on our video plans here. You can contact us directly here. By clicking one of the buttons above, you agree to our Terms and Privacy Policy.