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Tornado7
12-24-2003, 10:50 PM
Hi all,

try to take a look at this image; I’ve shaded the box with a blinn material for simulating a glass. My problem is that with the same material’s settings the box appears correctly transparent using maya software render (as you can see in the right side), but when I use mental ray the “glass” is opaque and back (as you can see in the left): any reason for this mr’s behaviour?

Bye and Merry Christmas to everybody
:beer:

CIM
12-24-2003, 11:18 PM
Let me guess, you have a black environment?

Digidim
12-25-2003, 01:55 PM
...is your (mr) raytracing depth set up right ?

(Render Global Setting -> General -> ...)

Tornado7
12-25-2003, 07:05 PM
I’ve solved my problem. I’ve rebuilded my shader from the beginning and, “magically”, it works well even with mr…… misteries of the cg…….:)

Emmortal1
12-26-2003, 07:52 PM
I've been noticing a similar issue as of late, having to create new shaders for my scene for them to render properly. I ran into this problem with a simple Use Background shader issue I was having. I just deleted the surface and recreated it and applied a newly created Use Background and it worked fine. I have no idea what the hell happened there, who knows.

Emmortal

moblur
12-27-2003, 03:09 AM
Just a tid bit of info, may or may not be related to similar artifacting, but when I dupe a poly object with multiple materials assigned to different portions of the poly model, or a combined poly(lets say 2 blinns, a lambert and a phong material) the original renders fine in mental ray, but the duped only renders with one of the materials applied to all the surfaces. I discovered that if you expand the object in the hypershade to see all of its materials inputs, rogue initial shading group attachments are present, delete these connections and all should be well... if you need me to explain more I'll try..

Tornado7
12-27-2003, 11:03 AM
Thanks for these infos :)

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