Mental Ray and Maya, its a love hate relationship, both need each other but its like a bad marriage. :p
Anyway, here is a quick run through of getting mip_matteshadow to work for catching shadows casted by mental ray lights, such as the native IBL. Usebackground shader will not work for MR specific lights.
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everything must be in the original position of the original masterblenshape geo, dont move it.
– Open the blendshape
– duplicate and ungroup
– export as obj to zbrush
– import into zbrush and use smart resym.
– export as OBJ with new name
– import into maya
– select imported shape, shift select blendshape
– polygons / mesh / transfer attributes – all off except for vertex position and use component.
– select both blend and omport mesh and delete history
Here is a quick guide to baking out your normal maps from Zbrush into Marmoset Toolbag. Which worked for me.
A – If you are getting weird seams on your model in Marmo try these steps.
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Maya batch rendering with Mental Ray when you have keyframed shader attributes that have set driven keys on them will cause problems . For example I have a blendcolor setup that blends between weights on a MIB_color_mix using a set driven key on a rig.
The fix: The fix is to disable the “Optimize animation detection” option in the Mental Ray render globals “Options” tab under ‘Performance‘ roll out.
This will have a hit on the render times, but may solve issues with keyframed shader / texture attributes.
From testing its about a 15-20 percent increase time per frame during rendering.
Posted this question on my Facebook which Zap Anderson kindly answered for me. ( Thanks also to Jenni O’Connor for the help )
Question: I was wondering if you shed some light on the falloff parameter of the MISSS_Fast_skin shader in maya 2012, I couldnt find any documentation on this parameter, and wondering if its scene scale / rig scale dependent?
Answer: No, falloff isn’t scale dependent. It is really just a “shaping” of the filter kernel. Imagine the blurring-filter for light has weight 1 at the center and 0 at the scattering radius and if it was linear between the two it would basically be a triangle filter?
Except that triangle is raised to the power of “falloff” allowing you to play with the “shape” of it.
Thank you master Zap, hope this helps someone searching for the same thing online, as I couldn’t find any online documentation on it.
Update: I reshaded the wizard using mental ray, since this is what the production will be using as their main renderer. With no GI used I think the result turned out pretty good, close to the same as from Arnold.
I used mostly MIA_material and MIA_fastSSS for the wizard shaders.
Tasked to detailing the wizard for Cerebus Film I sculpted and textured the facial details in zbrush, with maps exported it was brought into Maya. I had to reshade the character using Arnold MTOA, hair was done in Zbrush using Fibremesh and exported as curves to PFX hairsystem in maya.