I’ve figured out that problem with UV seams in MR the matter is that mental ray incorrectly works with normal maps (
But the problem still exists.
With Maya derivatives on I’m getting strange result - some kind of abracadabra look.
So where I can find detailed description of mental ray settings ?
Reference or Manual. Autodesk mental ray help reference is not good for me.
I’ve tried different types of Filters: Quadratic, Mipmap, Gaussian even without filtering at all.
I was reading mental ray Manual http://www.autodesk.com/mentalray-help-2012-enu
but with no result.
Maybe mental ray doesn’t support normal maps in general ?
I’m not sure if this will help but I’ve had similar problems in max. The cause of the problem for me was that one or more of the unwraped UV’s were flipped so that the normal map had inverted normals on the affected parts. Doing a -100 scale on them will flip the UV and then recalculate the normal map and that fixed the seam problem for me… but that of corse might not be the case in Maya but it might be worth a shot : )
MrCus976 of course there are many causes of incorrect normal maps representation.
All of them widely known:
- reverse normals
- incorrect UV mapping
- smoothing groups (soft/hard edges)
- unfliped green channel in 3dsMax
- gamma 2.2
- wrong options during baking process
- and so on
but this topic all about why correct normal map represents without seams in other renders
and with seams in mental ray !