dnos
09-04-2009, 08:54 AM
Firstly: Hello all, im new and hope to stick around for a good while :)
Right, I've been working on an experimental (for me..) shader network to try and make some keyable 2D eyes for a character. As you can see, I have a set driven key driving an image sequence (eye lid mask for blinking) on the top, and the eyeball down the bottom, then mixed together with a layered texture (with skin underneath), then projected onto the material (the face).
http://i7.photobucket.com/albums/y259/mrmina/networkCap.jpg
So it all works fine, looks good in the viewport, keys fine, but when rendered they differ (Please excuse the temporary colours and placements)
http://i7.photobucket.com/albums/y259/mrmina/networkCap2.jpg
As you can see, the eye is masked on left when rendered with maya Software, and not on the right when rendered with Mental Ray.
Can anybody spot which part of the network might be causing the problem? It might be how the layered network deals with alpha channels, or the projection. Im not sure...
Thanks for help in advance!
Right, I've been working on an experimental (for me..) shader network to try and make some keyable 2D eyes for a character. As you can see, I have a set driven key driving an image sequence (eye lid mask for blinking) on the top, and the eyeball down the bottom, then mixed together with a layered texture (with skin underneath), then projected onto the material (the face).
http://i7.photobucket.com/albums/y259/mrmina/networkCap.jpg
So it all works fine, looks good in the viewport, keys fine, but when rendered they differ (Please excuse the temporary colours and placements)
http://i7.photobucket.com/albums/y259/mrmina/networkCap2.jpg
As you can see, the eye is masked on left when rendered with maya Software, and not on the right when rendered with Mental Ray.
Can anybody spot which part of the network might be causing the problem? It might be how the layered network deals with alpha channels, or the projection. Im not sure...
Thanks for help in advance!
