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View Full Version : Occlusion to calculate bump maps in maya!


RenegadeRocks
08-01-2007, 10:02 AM
Hi! I wanted my model to show off some extra detail, so I plugged in the bump map as a displacement map in my occlusion material in Max, so I got Occlusion effect in my extra details that were present just in my painted bump map. Really improved my quality.

Now I am working on a movie project in Maya, and want the same detail in the occlusion passes of my cloth and brick walls,etc. But to render occln in Maya, I have to connect the mr_amb_occlusion node to the outcolor of a surface shader which doesn't support bump maps or normal maps or displacement maps.

So, my question is How do I render my occlusion with the effect of my bump map in it?
How do I tell the shader to compute occlusion after the bump map has altered the normals?

help.

RenegadeRocks
08-06-2007, 06:21 AM
C'mon guys! It can't be that difficult! It's just that I am new to maya and dunno about which node to connest where. It's so simple in Max , right now I am showing the results in max but the final is to be in Maya.

S0, guys, Reply please!


Let me rephrase the question:

"How do I make the bump map or the displacement map to show up in my Occlusion render?"

:shrug:

MinaRagaie
08-06-2007, 07:35 AM
You can try to plug the displacment into the The shading group... but I'm not sure if that will work.
the other way around.. is to use either.. the BumpCombiner shader or the multiDisplace shader
I think they should work fine but I haven't tried them... you can find them at mymentalray.com
let me know if it works

-Mina

RenegadeRocks
08-07-2007, 08:56 AM
Thanx MinaRagaie! The bumpcombiner shader works quite well. Using that I am able to get the bump to react to the occlusion on the surface as in it is taking the general direction of occlusion and darkening the normals towards it and leaving the normals away from it bright.
as in Image 01.

The next step would be to plug this map as displacement map somehow , so that the bent normals also cause occlusion among themselves. As in a dent in a map should cause occlusion within its modulations. Maybe if I put a normal map instead of a bump map it will work out. Will have to see.
Any ideas?

mr Bob
08-08-2007, 01:41 AM
Really funny how stuff comes back round for years all the shaders we built excluded the bump mapping from the final gathering calculation in MR , because it caused long render times and caused lots of flickering , then later versions of MR dropped the bump mapping values from the caculation and now we have someone who wants it lol

B

pgraham
08-08-2007, 04:00 AM
There's a displacementShader node somewhere. I think it's a built in Maya node. I haven't created it before but I've worked on shaders that used it. It plugs into the same shading group as your occlusion surfaceShader, not directly into the surfaceShader.

trilocom
08-12-2007, 06:41 AM
Ran into the same problem a couple of years back... depends on the release of Maya and mr you are using... I thought they fixed these problems?? No worries, I have been using js_normal mapper for awhile now, by Jan Sandstrom. Give it a try... it may or may not help this problem, but it's a good plug-in to have nonetheless... and renders normal maps correctly during an occlusion, or final gather pass...

http://www.pixero.com/downloads_mr.html

Take a look at the other plugins while your there...some of them are very usful... space change comes to mind.

Also for issues like these take a look (if you do not know about the site already) at www.lamrug.org (http://forums.cgsociety.org/www.lamrug.org)... LA Mental Ray Users Group. The site has a wealth of info... great forums for getting help with problems like these.

Cheers...

RenegadeRocks
08-16-2007, 09:34 AM
Thanx Guys! for all the inputs.:love:

Trilocom: Thanx for the pixero site, it will come handy whenever I am stuck like this:thumbsup:

1armedScissor
09-07-2007, 02:37 AM
Don't use the mayabase surfaceShader for this. If you plug the output of a mib_amb_occlusion node into any mayabase lambertian shader's incandescence & connect your bump to the shader, you'll get the result you want

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