Maya :: Different Display Artifacts When Using Textured Render?
Jul 5, 2011
When I turn on textures in the viewport, the display of some objects becomes really weird. Most times not even the whole model is affected but only parts of it. My first guess was that the noramls were corrupted, but turning on One-sided lighting and displaying the normals showed that they were absolutely okay.
It doesn't matter which render engine is used (Viewport 2.0, Default or High Quality) or whether the material is a Maya or MentalRay shader.
In the screenshot, only the head of the character is showing the artifacts. The used material is a Blinn with only the Diffuse (32-bit EXR; painted in Mudbox) plugged in for now.
How do I get rid of these artifacts?
Intel Core i7 920 @ 3.63 Ghz
nVidia GTX 560Ti
Windows 7 Professional x64
I am running the free student version of Maya 2013. I am trying to change the settings under Render-Settings so I can render 240 frames @ 30 FPS. However, when I select the "Options" & "Render Settings" in the Render window, the options will not display.
When I apply a material like brick to an object, it renders grey. Other materials like glass and metal work fine. For some reason materials with textures/bitmaps just render grey.
I'm coming up with a strange problem with some of my renders (see attached, the white lines around edge). This is using a daylight system, I used a HDR map for the environment and though maybe that caused the problem, but it did with two other maps in the environment channel as well.
I have been using Maya 2011 for a while now with relatively few real problems.
Recently I followed a modeling tutorial and everything was going great until it came to the application of materials and rendering. I applied materials of my own design and when I click on the Textured view icon in the perspective window, Maya freezes and nothing works...I have to open the task manager and terminate the process and re-start Maya.
It does not happen with other models or animations that I work on, just this one. I have looked at all my settings and there is nothing unusual happening as far as I can see!
If I render the model, it works fine in: Maya Software (No problem - looks great!), Maxwell Render (fine but very slow) and Maya Vector (Fine but obviously not what I want!).
If I try to render using Maya Hardware or VRAY it freezes up Maya and I have to terminate the program as before.
Once again other models and projects render fine in Maya Harware or VRAY
Is it better to texture multiple meshes of a same object as opposed to unwapping and texturing just one mesh and then duplicating the object over and over?
Fox example, I'm working in Maya and I'm modeling a grocery store. And let's say I'm about to texture an isle with bagged snack chips. Do I unwrap every UV from every bag of chips and texture them individually or is it better to unwrap and texture just one bag (mesh) of chips and then duplicate object multuple times to get the whole isle of chips.
I'm making a hybrid between machinima and an "MLG parody".
h264, 720p, 30fps - Eventually going on youtube.
The setting is basically a "box" of gameplay videos with the scene inside. One wall is visible in the screenshot, there are 10 total 3d models within a fast moving 30second time frame littered with Trapcode Form, Element 3D animations, and greenscreens.
My issue begins with a fast moving camera which pans around the character below as he animates in from a green orb. Obviously the bitrate is through the roof, artifacts appear and slowly go away after the camera stops (screenshot below). I can smooth the camera out and add motion blur, but things seem pixelated even when the camera is still.
The artifacts slowly disappear, but another problem arises with a Trapcode Form blob below; The blob also has artifacts, probably the result of a massive bitrate from a combination of things - would the background videos be a serious cause of this?
it included some bad language, but that can be censored. It's nice to know Adobe only cares about their image rather than solving their users' issues with the software that they bought. No wonder people are switching sides to Avid or Apple. But that's hardly suprising in this marketing world.
Ok so basically I've been working on a project similar to all the other projects in the last months. Nothing fancy: a simple green screen keying, some added titles and a bit of Colour Correcting and audio EQ.
Everything looks fine in the project: both reference and monitor ouputs looks pefectly fine. Until the actual render is reviewed and then the **** hits the fan! I've added screenshots below. Using latest version of Premiere on OSX, only using native plugins and exporting as H.264 MP4 optimised for Vimeo streaming.
I have spent the last 2 days trying to take a portrait taken between 1950 and 1970 and printed on "Kodak extra life" photo paper made to resemble a canvas painting. I took several photos of this portrait using a Canon 60D EOS. Unfortunately, the portrait looks like it was literally printed on flattened bubble wrap. The Gausian blur can't do enough. Even when combined with ALL of the noise filters AND the sharpen, unsharpen masks. Curves and levels, hues and saturations, radius, inverting, working the image in RAW...
I have tried all available forms posted on the web and I have even tried a few other things just to see what would happen. Gimp with fft failed right along with other programs claiming to be able to do this task. I spent the entire night recoloring pixels in an attempt to get this portrait to lose the bubble wrap and not be so blurred you could go cross eyed looking at it. Unfortunately, when you zoom in on the pixels you can see what could be random brush marks in the "Kodak extra life" paper printed portrait. I am stumped with this one and the web does not have a lot of info regarding this type of image.
The portrait belongs to a friend whose mom died. As they were going through her things they found this photo of her when she was younger than they can recall her being. It is the only one they found. It is stained and color faded, no problem to fix that part of it... I am not sure it can be transformed from "bubble wrap" but I will keep trying until something can change it. I have ADOBE Photoshop CS5 running on windows 7.
It's in 3ds max 2013. I attach the image along with the post. How it happen? I use DefaultScanline. How could we show maps in Viewport the same in the render?
I created some render layers by copying the master layer and some of them seem to be connected to the master layer in some way and I cannot delete them!
When I select the render layer they are grey and the master layer is also selected and is blue. I cannot delete the copied layer even if I empty it.
I have created other layers the exact same way but when I select them they are not attached to the master layer and are blue when I select them and I can delete them.
What do I have to do to delete the layers that seem to be connected to the master layer? This is really annoying! I try to do one thing and end up spending the entire day trying to delete rogue render layers! The only work around I found is to select everything in the scene and export it and then import it into a new scene.
I'm trying to render some passes in Maya 2013 and Mental Ray using proxy assemblies. The trouble is that none of the passes that do some kind of material definition override ie AO, camera depth work correctly with proxies. I have read a few posts where people have said that these passes need to be applied in the render globals when exporting the proxy file. This method works correctly in Maya 2009 and fixes the issues, unfortuently this method does not work in Maya 2013.
I was just doing a bunch of test renders and playing with lights when a weird render turned up out of nowhere that is sort of a transparent red and black? This happened yesterday, but it actually crashed maya. This time around, it didn't crash, but I'm unable to save my scene. This is the log for the error:
file -f -save -options "v=0" -type "mayaAscii"; // Warning: Could not save file "/var/folders/lw/y5yl1nl11cl9plpn2gsdrvg80000gn/T/tempUIFileHSDZdN". // // Error: swatches file open failed /Users/Undeadmau5/Documents/maya/projects/PRM/scenes/.mayaSwatches/PRM_WK4_AllMaps.ma.swatches // // Error: Could not save file "/Users/Undeadmau5/Documents/maya/projects/PRM/scenes/PRM_WK4_AllMaps.ma". // // Error: Cannot find procedure "mayaFileOptions". // // Error: Cannot find procedure "mayaFileOptions". //
My render settings window will not appear. It used to, but then mysteriously stopped. how to get it back? I done the reboot thing but it never comes back.
Last week everything was working fine, this week my render window in vacation. Or something.Hit Render frame or even IPR (doesn't matter what renderer I use) and no render window pops up to chew on the image. I get a progress bar and the .IFF is saved in my project folder, but no render window. No error messages that I can see either, maybe I'm not looking in the right place.
When I open a fresh scene, load MR and go to Render Settings my Quality, Indirect Lighting and Options tabs are not working. Quality is minimised to the top left and the others are blank.
Attached are what I see in each of the problem tabs and below is all output from the script editor as I open Maya, load mental ray and then click on each tab in turn.
file -f -new; // Warning: file: D:/Program Files/Autodesk/Maya2014/scripts/startup/rememberViewportSettings.mel line 43: Active stereo does not work with Aero enabled. Active stereo has been disabled. // // untitled // commandPort -securityWarning -name commandportDefault; // AbcImport v1.0 using Alembic 1.5.0 (built Aug 6 2013 14:15:56) // mental ray for Maya 2014 // Mental ray for Maya: using startup file D:/Program Files/Autodesk/mentalrayForMaya2014//maya.rayrc.
Maya keeps resizing the height of an animation during a software batch render to 180px. Rendering a single scene, the size is as specified in the settings.
I've got an animation I need to render. I'm trying to render at 640x480. I can render single scenes or the entire batch in Hardware mode and it renders at 640x480 no problem. I can render a single scene in software mode and it renders at 640x480. If I try to batch render the animation in software mode, Maya resizes the height to 180. If I reset the size of the render to 1024x748 Maya once again resizes the height to 180.
Im using a mel script to automate basic scene parameters. For some reason though, after I run a setAttr on defaultRenderGlobals.currentRenderer, I cant apply a loaded preset until after I manually open the renderGlobals and select one of the mentalray tabs. Im running "loadNodePresets "basicSet";" as the last line of my scene builder script. What is the proper way to load the preset without manually opening the renderGlobals window?
I have like 12 symbols on the stage. They al have images in them in JPG format, saved at a quite low percentage in quality.The symbols are being animated seperately but it looks very sluggish.
I am recreating a whole Flash site in Edge. Everything works (amazing) fine except I am missing the function like it exists in Flash:“Display/ Render/ cache as bitmap”. (see image) This function used to BIGTIME in Flash too.Now how can I do something similar in Edge?I do not want to animate all symbols as 1, it is essential they are animated separately.Is this possible in Adobe Edge Animate? Is there something similar in Javascript/ Jquery?
When I set up the Image based lighting in Mental Ray, and key the dome that is created to rotate in a animation, it is clearly rotating in the viewport, and when I render individual frames, it works, but when I batch render (confirming that the render range is set correctly) it renders each frame with the dome in the same position.
I created a flat polygon shape (object) and attached it to a motion path (curve). I then created a Animation Snapshot. So, my question is, why are the shapes bunched up at the beginning and end of the Animation Snapshot render ... instead of being all equally spaced?
I'm working on a mobile game engine that uses RGB vertex color values for baked lighting, and Alpha vertex values for 2-material blending.
The system works fine in textured view (6), since we're rendering using our own shaders, but I would prefer to be able to turn on and off the alpha value when looking at the geometry in shaded mode (5). In other words, I want to be able to store and bake RGBA values, but in shaded mode I'd like to only see the RGB values so the meshes with blended materials don't show up transparent when I'm trying to light them.
Maya 2014 SP4 OSX.I have just spent the morning creating a new model, and I needed to check the normals for a few faces that I had to delete and recreate,the normals are now showing all the time and I cannot switch them off, I have check preferences and they are deselected there, but what ever I do they do not go away!
Also there is no tick to say that they are on or off? Should there be, I am sure on the system at work we have a tick?
We are doing pre-vis in Maya for a short movie so we need everything to match real life situations as close as possible...Real life measurements,scale,proportions etc.Also the camera must match the real life camera.
Is it possible to display camera heights from ground(grid) in the viewport,the same way you can see scene timecode and what frame is it.
Also,how to render those heads up display elements that are only visible in viewport
No matter what changes I make in the UV texture editor, the texture on my model doesn't change (with the colors I put on it until I finalized the UV map, it would be pretty obvious). But nothing happens. Move UVs, Rotate UVs, Scale UVs--does not change the texture on the model.
Am I missing something? This all used to work just fine. Is it a setting change? Is this something caused by brining a Maya2010 file into 2011?
For some reason some of the joints in my character rig are displaying their local rotation axis and I am unable to turn them off. The usual Display>Transform Display>Local Rotation Axis doesn't do it. This doesn't apply to all joints, just some. This is very frustrating as it causes real clutter when rigging.
Is it possible to change the display size of the local rotation axis?
I'm trying to visually align the local rotation axis for joints with geometry that isn't always world axis aligned. I've searched on different forums as well as searches on "topeka" (google ), and I've come up with nothing so far.