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| Strange Hypershade material problem.
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Hello Mayans,
I’ve got 3d text that reads ‘Maya’. When I drag my shader onto the ‘aya’, those objects turn red (in shaded preview mode), but if I right click and ‘Assign Material to Selection’ on the ‘M’, the ‘M’ turns black and renders differently. After this, I can’t go back and drag my material onto the ‘M’ and have it match the other objects. See attached pic. Has anyone else encountered this? It’s pretty strange…
Thanks,
B Graber
Thanks,
Bg
http://www.smoobg.com
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Is it a maya material or mental ray material? (the shader)
n8skow [FA]
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Mental Ray Phong shader plugged into a reflection node, rendered in MR. The same shader is applied to all of the letters, but b/c I applied it differently to the ‘M’, it looks different, and I can’t go back and fix it. Maybe tomorrow I can upload the .mb file.
Thanks,
Bg
http://www.smoobg.com
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Is the above pic an actual render or viewport screencap?
n8skow [FA]
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It’s an actual batch render.
Author: Smoobg
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| Replied: 19 June 2009 03:58 AM
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Have you checked the surface normals of your letters?
What are you using for your lightsource?
n8skow [FA]
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Trying.....to..upload...the....file....
How the heck do you upload a file on here? 3rd time adding attachment, and it doesn’t show up when I submit it. I swear, I’m really not that helpless....
Thanks,
Bg
http://www.smoobg.com
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There’s still some issues being worked on in the recent transition to AreaV3 (file posting is one of them).
For the time being, you’ll have to find a place to temporarily host the file.
n8skow [FA]
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You’ve got an extra shading group in there. One of two options…
Option 1: Delete the “mib_illum_phong1SG” shading group and re assign your shader to the “aya.” They’ll all turn black.
*Delete the history on the “aya.” You may also want to name your objects so you can easily identify them in the Hypergraph and Outliner.
Option 2: If you really like the effect you are getting on the “aya” open your Hypergraph select the “M” and one of the letters from the “aya”. In the Hypergraph go to Graph/Input and Output Connections in the menu bar. In the Hypergraph, Middle Mouse drag your M (bevelPolygonShape1) to mib_illum_phong1SG and choose “Default.”
I am going to guess that you accidentally connected the mib_Reflect1 Utility to the Material Shader in the Mental Ray/Custom Shaders settings on the mib_illum_phong1 Shading Group. Utility Nodes aren’t usually used as shaders so when you assigned the mib_illum_phong1 shader to the “M” by default Maya created a new shading group for your mib_illum_phong shader.
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Chris, thanks for your reply. I selected option ‘2’. I was following a tutorial which quickly gave me a nice result. The tutorial specifically instructed me to set it up that way. Weird that it doesn’t render an alpha. If there was a better way to set this up I would. I just really liked the reflections I was getting using this method…
Thanks,
Bg
http://www.smoobg.com
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