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cgbeige
05-31-2008, 08:04 PM
I need to get a material that will act like a Maya surface shader (unaffected by light or shadow) but will cast ray traced shadows based on the alpha transparency. what's the easiest way to set something like this up?

jeremybirn
05-31-2008, 10:57 PM
Since this is for Mental Ray, you can use a different shader as a Shadow Shader. So, assign the Surface Shader to the object, go into Hypershade, graph material from selected object, and open the attribute editor for the shading group (not the shader, the shading group.) Under the Mental Ray tab, you'll find the option to assign a Shadow Shader, which could be Mib_shadow_transparency, or could just be a PhongE or Surface Shader with the desired settings, but will only affect the shadows.

-jeremy

cgbeige
06-01-2008, 02:09 AM
great - thanks

cgbeige
06-01-2008, 04:04 PM
So the shadows work well with that technique but I can't get the transparency to work for the texture. Even though the transparency TIFF has 100% contrast, the transparency rendered is like 50% for the areas where it should be 100%

jeremybirn
06-01-2008, 08:57 PM
If you're using a standard Maya shader that has a "shadow attenuation" option, turn that off. Otherwise play with the color gain and offset of the texture, or alpha gain if the transparency comes from the alpha channel.

-j

cgbeige
06-01-2008, 09:16 PM
it seems that just filling the texture with black in the semi transparent areas fixed it. weird - I guess it's like an add and disregards the mask.

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