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View Full Version : Rendering a Reflection Map that matches the High Quality Hardware Render?


Swordsman
04-04-2007, 01:50 PM
When I map an image to the reflected color attribute of my material it looks exactly like I want it to in the High Quality hardware render. But the second I render it using Maya Software or mental ray it is just a static image that doesn't act like a reflection map should. Can anyone tell me how to match up a render to the High Quality viewport render? Thanks a bunch!

snikt
04-04-2007, 08:19 PM
Hi,
could you tell me how are u plugging this reflection map to the shader.Ideally I would have a spherical reflection map which I plug into the reflection slot of the shader thru a envSphere/envBall node.Also u need to check for the shader parameters like diffuse and specular(this would depend on how exactly u want your material to be).
Do let me know if it works for you.
Cheers.
Rahul D

Swordsman
04-05-2007, 12:21 AM
Oh thank you very much Rahul! That worked perfectly. What I was doing was just plugging a regular 2d texture file into the Reflected Color attribute. While it looked fine in the High Quality render it just wasn't cutting it for a mental ray render. I fiddled with placing it as a projection but that didn't help either. The second I plugged the envBall into the reflected color though it worked like a charm. Now my HQ viewport render and MR render match up exactly. Thanks again!

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04-05-2007, 12:21 AM
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