|11-13-2012, 02:34 AM||#1|
Auckland, New Zealand
Join Date: Sep 2012
Mental Ray Materials not Rendering
Hey im working on a project at the moment and I've gotten to the point where I am applying the mi_car_paint_phen material to my ship but when I try render an image after applying the texture the component it was applied to just disappears along with the material. Ive checked that mental ray activated in the plugin manager so that isnt the problem. I should also note that the components show up fine in the render when a material that isnt mental ray is applied such as a lambert,blinn, etc. I cant find anyone else on the internet with the same problem as me so I thought I would try here. Any help is greatly appreciated!
heres a pic of whats happening:
Last edited by Seithr : 11-13-2012 at 02:45 AM.
|11-13-2012, 03:33 AM||#2|
Join Date: Feb 2004
You have to choose it as your render engine in the render globals too. Or in the render view.
|11-13-2012, 03:41 AM||#3|
Madness. Madness, I say!portfolio
Join Date: May 2008
(Edit) Sorry, I misread the problem! Yep, gotta have mental ray set as your renderer first, for certain...
Are you applying them directly to the model itself? What's your Shading Group's connections look like?
Here's an example. I generally use a Maya material for the basic (viewport) shader, and then have the mental ray materials override ("Suppress all Maya Shaders") at rendertime:
So all the nodes between the mia_mat_x and the Maya material (a Blinn, Lambert, etc. usually) would be the same and connected; updating or switching the file texture nodes's source file for example would update both shaders.
But even if you don't use a native Maya shader for your Surface material, you need your mia_mat_x in the Material Shader and Shadow slots, and Photon slots obviously if you're using GI or caustics.
Commodore 64 @ 1MHz
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|11-15-2012, 09:58 AM||#5|
Lord of the posts
Join Date: Sep 2003
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