pmerre20
03-05-2009, 11:52 AM
Hi, I hope someone can help me with this problem. I have been up all night trying to fix it.
I am using Maya 7.0 on a Mac G5 Quad, trying to batch render using Mental Ray.
Here is my problem:
I have a blinn shader which I have created to look like metal. I have mapped an environment sphere who's color is a ramp to the specular color and the reflected color. The problem is that this texture begins to "swim" on the geometry when I animate it even though I have parented the place3Dtexture node with the geometry and it looks like they move in perfect unison.
When I render stills inside the Maya UI, using mental ray, the texure does not "swim" over the rendered frames. When I try to BATCH render (initiated from inside Maya UI), the texture begins to swim very slightly over 10 frames (causeing what looks like a harsh highlight that I need to avoid).
My current thinking is that maybe there is a way to bake the environment sphere, creating a texture that will stay in place on all the geometry that the shader is applied to currently.
Please help!! I am at my wits end! I have hundreds of frames to render, so I can't just render them frame by frame. Output is .tif sequences with alphas.
I am using Maya 7.0 on a Mac G5 Quad, trying to batch render using Mental Ray.
Here is my problem:
I have a blinn shader which I have created to look like metal. I have mapped an environment sphere who's color is a ramp to the specular color and the reflected color. The problem is that this texture begins to "swim" on the geometry when I animate it even though I have parented the place3Dtexture node with the geometry and it looks like they move in perfect unison.
When I render stills inside the Maya UI, using mental ray, the texure does not "swim" over the rendered frames. When I try to BATCH render (initiated from inside Maya UI), the texture begins to swim very slightly over 10 frames (causeing what looks like a harsh highlight that I need to avoid).
My current thinking is that maybe there is a way to bake the environment sphere, creating a texture that will stay in place on all the geometry that the shader is applied to currently.
Please help!! I am at my wits end! I have hundreds of frames to render, so I can't just render them frame by frame. Output is .tif sequences with alphas.
