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| I rendered my project a second time and it came out splotchy - why?
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i’m just learning maya 2010, so bear with me. and please no fancy terminology--give it to me in laymans terms. that said…
i created a model of a character and applied several colors to it, in various places (i made the hands and feet pink, the head brown and the body white). in case you’re wondering, it’s a hamster. at any rate…
when i rendered it for the first time, it came out perfect. all the colors were just the way i wanted them.
then i did some stuff to the project, which i don’t recall. and i also don’t know how to view my history to see my steps. even if i saw what i did, i wouldn’t know what caused the problem.
anyway…
the story so far:
1) created model
2) applied colors
3) rendered (results good)
4) worked on it some more, i can’t remember what i did at this point
5) tried to render it again
6) 2nd rendering came out weird (i got pink and brown spots all over the white area)
now i can’t remove/delete the colors. and i don’t have a plain model saved without color.
does anyone know what i could have possibly done that resulted in spots?
in the least, does anyone know how i can remove the applied colors, and just start all over with a blank model, no color added?
help! i tried googling it, but came up with nothing! i searched this forum, to no avail.
thanks in advance, i really appreciate it! :-)
p.s. i doubt it’s my graphics card or processor or memory, because i bought a qualified machine according to autodesk!
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Did you accidentally duplicate the model perhaps? Two models in the same place can give weird-looking results.
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who knows? *shrug* i might have done something inadvertantly, then again, i don’t know maya well enough to know what i even did! for all practical purposes, supposing i did duplicate it, how would i have done that? in other words, how do you duplicate a model? and by duplicate, do you mean that there might be one identical to it beside it, or behind it, or somewhere where i can’t see it until i try prying them apart? how do i pry them apart--by selecting one and moving it off to the side? how do i select one if i can’t see where one begins and the other ends, so to speak?
i’m not sure that’s it, though.
i get the same color pink i used in coloring my character’s hands and feet, in specs on the character’s white body. not many, just a few here and there. and the pink specs don’t even cover an entire face, just a portion of it. when i select that face, i can’t redo the color (remove or delete, or color over it).
is there anything else it could be besides a duplicate model? i saved it and called it something else, and fooled around with it, and somehow i ended up with a plain gray model again, i think i clicked on something called “antiscopic” or “antioptic” or something like that, and the whole thing went gray, so i figured my troubles were over, right? wrong! when i rendered the gray model, i still saw the pink specs on the white part.
i’ll see about the possible duplicate, though. but if it’s not the case, could it be anything else? and how do i just get rid of all the colors and start coloring the model from scratch? i tried deleting all the lamberts, to no avail. i think i need to read up on lamberts some more!
thanks in advance, i appreciate it, really! :-)
Author: lana475
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| Replied: 05 April 2010 06:58 AM
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here’s something i just remembered!!!!!
i noticed the problem began when i used the paint tool (paint brush) to paint a brown spot on my character’s back. his back is white, since he’s a hamster, i wanted to put a brown spot on his white back, so i turned him around to view him from behind, and used the paint brush to paint a brown spot on top of an existing white lambert. could that be it?
also, i noticed a white with pink splotches lambert in the hypershader--and tried to delete it, but nothing happened. it still renders wrong. help!
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and…
for some reason i get the specs when i render in high quality, but i don’t see it in my workspace when i work in default render mode.
*pulling out hair screaming*
there has to be an easy fix (at least a simple explanation. isn’t software supposed to make our lives easier, not harder or more complicated?????!!!!! :-(
Author: lana475
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| Replied: 05 April 2010 09:21 AM
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Really hard to tell based on your description - but was the pink and brown shader you saw in the hypershade called “Lambert1”? If it was, that’s the default shader and you should not touch it. Instead of trying to delete the shader, create a new one and assign it to your model.
If, as THINKR suggests, you inadvertently duplicated your model, you will definitely get undesirable results when you render. A pretty easy mistake to make is to duplicate your model then merge vertices, which results in “lamina faces” - faces sharing all edges. You can go to “mesh - cleanup” to seek out and delete these lamina faces.
A picture would be a good thing to see here.
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Just re-read your post, I think I know what’s going on here.
When you went back to edit the model after applying the colors, any edits that you made would completely change the UV’s. The UV’s are a “map” of coordinates that tell Maya how and where to apply the color. If you extruded any faces or split any or inserted edge loops, you threw the map off and now your colors are all over the place.
Think of an atlas, with that grid overlaid on the maps - you know the kind - with A,B,C,D across the bottom and 1, 2, 3, 4 ... going up the side. To find a place, you locate C-2, for example, and there’s New Jersey ...
If you shove another country in there but don’t change the map key, you won’t be able to find anything. That’s what’s happening to your model - I think.
Create a new shader and apply it to the model; leave the coloring to the end, after the model is finished. You should also read a tutorial or two on how to lay out UV’s properly.
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*sigh* i was dreading this. the whole uv mapping business gives me the creeps :-(
i’m somewhat familiar w/ it, i read about it in my book and i watched a couple tutorials on it at lynda.com--the funny thing is, the guy in the tutorial made it sound like you can apply color to flat surfaces w/o even using uv maps. after i rendered it the first time, i scaled some of the faces, so that’s what probably messed me up. i didn’t realize uv mapping was automatic, done by maya. in fact, just before you posted this, i read someone’s post at another forum, and he had a similar issue. he was creating a brick house, i believe, and said it’s a little known fact that maya automatically creates uv maps, and what’s more, the ones they generate automatically are of little use. he said you have to go back and make your own.
at any rate, this is sounding a lot like his post, so i’m beginning to think that might very well be my problem--just what i needed! (oh, and i looked into the possible duplicate model, and nope. i didn’t accidentally duplicate it. but, now you rase another interesting point--what if i accidentally duplicated the faces when i tried scaling them? *gasp*)
i’m going to do my “homework.” now i have something to work with! i want to extend my sincerest thanks to you for replying to my post. i really appreciate it. and…
i shall keep you “posted!” <- pun sooooo intended!!!!! ;-)
Author: lana475
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| Replied: 05 April 2010 03:40 PM
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ok, i know what the problem is!!!!! like i said, i’m still learning maya, so i didn’t realize how important it was to do a uv map and pull everything apart so i could assign different shaders to different areas of the model. when i created my model, i didn’t create a uv map, so that’s what messed me up. i read up on uv mapping and applying textures some more, and watched some video tutorials, and i’m getting the hang of it.
i was also able to delete all the shaders and i was left w/ just the geometry, so i’m going to start applying textures to my model all over again.
i would like to thank everyone for their help!!!!! i really appreciate it!!!!! :-)
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