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View Full Version : Can I bake Environment Sphere as Texture? Please, Need Help ASAP!


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.

Dreamdealer2099
03-08-2009, 05:19 PM
Hi,well i'm not sure if Maya 7.0 has the same MR generation version as Maya 2008,but nevertheless i'll try to help.So,as far as i understood your shading network looks like the first one in attachement image.Then,why not to try and use MR specific Env.shader with the image you want ?So,there is one below showcases it.Env. shader is connected to the env. slot in Shading group.If i got you wrong then check if Jitter is turned on inside the render globals.Hope it'll help :)

pmerre20
03-09-2009, 03:54 PM
Yea that's exactly what my shader looks like. I haven't played much with MR shaders, but I'll try the one you have suggested and see if it works. Also, I did just notice that Jitter was turned on in the render globals. Do you think that would have caused the problem?

Dreamdealer2099
03-10-2009, 06:33 AM
Hey,well actually what "jitter" does,it "offsets" sampling points inside a block of samples allwoing renderer to compute pixels (sub-pixels) that were missed.It helps to avoid such artefacts like banding or when color transition between the pixels is too harsh and obtrusive,whereas it has to be smooth.Another option wich you could see next to the "Jitter" is "Sample Lock" (which is activated by default).And what it does,it makes Mental Ray compute the same sampling points from frame to frame.It might help to avoid flickering in your animation,but otoh it might also cause banding and "moire" in your animation.

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