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Rendering in MR without UV seams?
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  • Total Posts: 18
  • Joined: 27 January 2012 07:57 AM

Hi there, mental ray users !

What mr render settings I have to apply to get rid of texture seams ?
In Maya Software and Maya Hardware render everything is all right .

Another one question - I have 23 warnings in the script editor on the picture.
What’s wrong ?



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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.



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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 ?



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How were the normal maps generated?  What kind of material setup are you using?

No obvious solution jumps out at me at the moment.  Can you ZIP and upload the scene? That would be the quickest way for us to track down the problem.



3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 297.03)

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Autodesk Maya 2012 Normal Maps Created with Transfer maps in PNG format
(Lambert mat.) with following options:

transmap.png

I’ve seen the topics on various forums where users have the same problem but
with no solution.



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  • MrCus976
  • Posted: 11 April 2012 02:20 AM

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 : )



Intel Core i7 2600k
16Gb RAM
Nvidia GeForce GTX 570
Windows 7 64bit

Replies: 1
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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 !

Thanks for giving a cheer )

Author: Matskevich

Replied: 11 April 2012 03:07 AM  
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Can you ZIP and upload your Maya scene with the normal map?  It must be ZIP or else it won’t let you upload.



3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 297.03)

Replies: 0
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I already did. But I can not keep my archive in public access on the forum eternally.
And I’ve found the solution for my issue.



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Glad you found a solution.  Do you mind sharing it?



3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 297.03)

Replies: 0
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For a normal maps baked not quite enough neatly the solution can be
setting up Filter Offset in Attribute Editor equal to 0.5 instead of 1.0



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