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Maya: Normal maps?
show user profile  Stianbl
Ey ey folks,

I don't like to swear here at maxforums, but I need some help with Maya. Or should I just call it Ma**

Problem is normal mapping. For some reason I cant get it to render. Using mental ray.

What I've done so far is using a mia_material_x, and adding the normal map as a 2d texture to the bump channel. I cant however find the tangent space thing I'm supposed to switch over to make it work.

Any feedback would be great!

Thanks =)

read 605 times
6/2/2010 9:20:33 PM (last edit: 6/2/2010 9:20:33 PM)
show user profile  jStins
Did the MIA material create a bump2D node when you added the map? You might have to manually wire it in, depending on what version of Maya you're using. Post a screenshot of your hypershade window with the shading network.

I can take a closer look here in a bit...

edit: I'm in 2010 and when I apply a map to the bump in Mia_X (Overall or Standard Slot) it creates the bump2d node automatically (which is where you switch to tangent space normals).


read 594 times
6/2/2010 9:35:45 PM (last edit: 6/2/2010 9:47:54 PM)
show user profile  Stianbl
I'll post you a huge image, and forget about the image size limit for a moment here =)
I did save for web, so it's only 500kb, which should be ok anyways.

So, sorry for big image, but this way you see more information.
(and cant be bothered figuring out how to post thumbs)

Adding image in link, since I did have the tangent space right.
This is the screenshot

But, I still cant render it out..

Any idea? =P

read 583 times
6/2/2010 9:48:08 PM (last edit: 6/2/2010 9:49:47 PM)
show user profile  jStins
Looks like it should work assuming you have it set to tangent. What file format is the normal map? Mental Ray doesn't like some formats. For example if you're using a TIFF with LZW compression and/or layers, it won't render, but a flat, uncompressed TIFF will render.

Ah, I see you're using TGA. I think its the same deal... Mental Ray will only render TGAs without RLE compression I think and may be limited by bit depth as well. -Joel

read 568 times
6/3/2010 12:09:33 AM (last edit: 6/3/2010 12:09:33 AM)
show user profile  Stianbl
Thanks a lot. Will check it out straight away! =)

read 550 times
6/3/2010 8:35:47 AM (last edit: 6/3/2010 8:35:47 AM)
show user profile  jStins
How'd it go? Did you get it sorted?


read 518 times
6/4/2010 8:42:05 PM (last edit: 6/4/2010 8:42:05 PM)
show user profile  Stianbl
No didnt work. Think I'll have to try with lambert instead. Will let you know later today mate =)

read 506 times
6/5/2010 9:53:34 AM (last edit: 6/5/2010 9:53:34 AM)
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