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View Full Version : Maya UseBackground Madness!!!


phix314
11-07-2008, 12:07 AM
I've had it with this sorry excuse for a compositing shader!!!

I don't consider myself a novice in Maya, and I've been fighting with this friggin thing for hours.

I have a simple scene. A matchmoved desk and lamp setup. It's a photo of my desk in which I need to animate my character. I've taken HDR photos, set up the lighting for GI and the whole nine. All I need is to have the shaders in the scene inherit the shadows and reflections, something the use background shader is made for so I can go into AE when it's all rendered, open the background image, slap the alpha'd images on, and presto.

Now, maybe I'm more of a novice than I thought, and if there is something simple please forgive my frustration... I've read the manual a dozen times, set up a few test scenes no prob, but when the time came to get crackin, nothing.

What I'm getting is the useBG shader is showing white in my alpha, again, completely worthless. Then, the reflectivity disappears. The reflectivity is on, full blast, spec color up, raytracing on. Used to work. Not anymore. That, or the reflectivity/shadows aren't in the alpha at all.

I've futzed with the opacity gains, sliders, changed modes, did some MEL, and still nothing. I've played with every Render Stat in every combination ever.

I've read there's some "unsupported" production shaders made for this stuff in '08 or '09. Doesn't really matter as I'm working with 8.5, so what is the point of this piece of crap?!

In addition, shouldn't there be a way by now to seperate JUST reflections from ANY shader? I mean, kudos for all Maya can do, I feel like a whiny brat for complaining about what I don't have, but really. nParticles can wait, can't they? Now, I don't want to point fingers at Autodesk, it's probably me, but dammitall, this should be a simple process!!

*sigh*

Ok. That's my vent. Hopefully someone can save me from this craziness.

Steve

phix314
11-16-2008, 07:57 PM
Whew. Ok, well, with the advent of those new shaders, problem solved.

Apologies for the vent. :)

widegraphics
11-19-2008, 01:43 PM
Could you explain to me what you did to solve this with the new shader?!!
Pretty please!

phix314
11-20-2008, 12:48 AM
The shading network is a little complex... if you look in the Maya section here there's a huge thread on em, but basically you plug a mental ray texture node into the (map slot?) mip_cameramap node, the camera_map into the matteshadow, the camera_map into the rayswitch environment slot, and that rayswitch into the rendering camera environment slot.

Least I think that's right. If not, check that thread, download the files Master Zap uploaded, and dissect. :)

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11-20-2008, 12:48 AM
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