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Cloudstriff
12-31-2005, 07:01 PM
Hey guys, I'm trying to render normal maps in Mental Ray, and saw that you could do it with this shader. I believe I installed it correctly. I can create the mental ray node in Hypershade, but im confused about what to do from there.

What I am doing is doubleclicking the "normalizer" box that comes up and under the normal map slider im assigning my normal map. I then middle drag my normal map to my material and do the outcolor normal camera thing. The normal map will now show up in Maya's renderer, but when I try to render it in MR I get:

"Error: (mental ray) : C:/Cloudstriff/Work/clock/normal.tif: file format subtype or version not supported"

What have I done wrong?

Pixero
01-01-2006, 08:46 AM
Maybe your tif file is compressed with LZW?

Cloudstriff
01-01-2006, 06:51 PM
Argh, yea that was it, I'm retarted. thanks

polarize
01-04-2006, 03:08 PM
Is there a way to use this shader with a correct specularity?
Or do you know a similar shader where it works?

floze
01-04-2006, 04:08 PM
Is there a way to use this shader with a correct specularity?
Or do you know a similar shader where it works?
The specularity is separate from what the normalmapper does. The normalmapper alters the surface normal, like a bump shader does. The specularity is set by the surface shader you assign, e.g. some blinn or phong.
If the JS_normalmapper doesnt work for you, try the headus setup (http://www.headus.com/au/samples/norm-MR/index.html) or use this phenomenon which basically does the same:

http://individual.floze.de/fileadmin/files/cgtalk/normalmap.zip

Note that you still have to connect the render camera's world matrix to the phenomenon, similar to the headus network.
However, Jan's JS_normalmapper should be still the way to go, there's not much reason to use a more complicated setup.

JayHoo
01-14-2006, 07:38 PM
I have a problem using the JS_normal shader. When i try to render it, i got the message that mental ray aborted. I tried the killaro and the leg example from highend3d.

/edit: oh god. I used the max file instead of the maya mi file. :eek: Problem solved. :)

Atwooki
05-03-2006, 01:03 PM
Hi there!
I've used Pixero's wonderful plugins successfully both for the Maya native renderer, and for MR.
Of late, however, I've come across this strange 'rendering' problem, in that I need to use 'Flip Red' and 'Flip Green' on the normalMapper node alternately (both in Maya & MR) in order that the surface normals are rendered consistently on each side of the hawks' head, and not reversed.
(The map was generated from ZBrush with ZMapper, btw....)

The tangent space normal map shown here looks OK (at least to to me), as are the normals and UVs of the object (Ivory cane-handle) in question..

Any advice as to where I might be going wrong would be kindly appreciated :)

Normal Map:
http://www.custom3d.co.uk/caneHead/caneHead_NM.jpg

Reversed 'Normals' with 'flipping' corrections:
http://www.custom3d.co.uk/caneHead/caneHead_normalMap.jpg

Same in MR:
http://www.custom3d.co.uk/caneHead/caneHead_MR.jpg

UV Map:

http://www.custom3d.co.uk/caneHead/caneHead_UVs.jpg

Wire:

http://www.custom3d.co.uk/caneHead/HawkHead_Wire.jpg

ZBrush render:

http://www.custom3d.co.uk/caneHead/Ivory%20HawksHead%20Handle.jpg

Maya Bases:

http://www.custom3d.co.uk/caneHead/Hookes%20Cane_01.jpg

Atwooki
05-03-2006, 11:45 PM
thanks for your replies, concern & help, fellow artists - After a little bit of commonsense and the old colorwheel basics; alls resolved ;)
Why didn't I think of it before?!

Chris

Pixero
05-04-2006, 06:36 AM
Hi, I just saw this. Could you enlighten us of your solution. :curious:
Might be helpful to others in the future.

Atwooki
05-04-2006, 08:14 AM
Simple - just left your settings at default (worked on other maps also) :)

http://www.custom3d.co.uk/caneHead/caneHead_corrected.jpg

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