alpha problem in Mental Ray for Maya


#1

I am encountering a problem when trying to render a mib_glossy_reflection shader in maya, no matter what I do the object it’s assigned to get’s cut-out in the alpha as black.

I tried being smart and just assigning the output of this shader into the incandescence of a lambert and surface shader but that just caused a crash.

The attachment has an image to clarify.

I already tweaked everything around it, so I just need to find a way to fill the alpha of these objects with white. Anybody know how to do this ?


#2

Did you try the “Pass custom alpha” checkbox in the renderglobals?


#3

mib_glossy_reflection is also very much legacy. The mia_material_x_passes is the more modern alternative.


#4

Thanks Nookie,

I am having a hard time locating the pass custom alpha checkbox in the MR renderglobals.

I am using maya 2010


#5

It should be under “custom entities” but I am not sure about how and where it was on 2010. See if this image can help you :slight_smile:


#6

Hi Nooki,

Thanks for the quick response. I located the button and did a 2 test renders, one with the “pass surface color alpha channel” checked, and one unchecked.

Makes no difference.


#7

Use the mia_mat_x_passes instead.


#8

Yeah in the end I decided to indeed switch over to the mia materials, I was able to get pretty close to the original look, so it all worked out. Thanks for all the advice guys.

Cheers,

Arno


#9

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