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Forum Index - Texturing - maya shader question

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-Tyson
Senior Member
Tyson

2 years ago
This might be a long shot but does anyone happen to know how to do a double sided shader in maya that works in mental ray? I figured out how to make a double sided shader work in maya software but it uses a sampler info node with the flip normal switch linked to a blend colours node and mental ray doesnt support the switch, or something technical about not supporting doubsided normals. I can't believe something so simple and necessary doesnt have a work around, any ideas?


+Jamie
Admin
Jamie

2 years ago
I would love to help you, but no maya experience.
Please support us and post a [Link to www.digitalartsfront.com] on your website.


+Jamie
Admin
Jamie

2 years ago
Well I did some googling, let me know if this helps

[Link to www.arnokroner.com]
Please support us and post a [Link to www.digitalartsfront.com] on your website.


-The Real Matt
Senior Member
The Real Matt

2 years ago
i did have one thought. maybe you could render out the object with the double sided shader using software and the rest of the scene with mental ray and composite them together. of course its possible this may be a lot more work for you depending on what the scene is.
and it's a story that might bore you, but you don't have to listen, because I always knew it was going to be like that.

-Tyson
Senior Member
Tyson

2 years ago
Thanks for the search Jamie but unfortunately that method is similar to what I came up with. it uses the sampler info node which has a check box "flipped normal" which you link to a blend node or in that case a conditional node. but for some dumb reason mental ray doesnt support the flipped normal switch. things like this make me really pissed. for such a mature 3d app they should have these types of things ironed out or at least give you some sort of plugin materials that overcome the issue ie: like max's two sided material.

I could render the thing separately but its a characters clothing that I want to have an inner lining so i kind of want all the GI and stuff to be part of the same render. I'd kill to have vray for maya when it comes out. I'm preying they have some awesome vray-ness to solve some issues like this but more likely is that it will introduce more incompatibility issues. Ive just rendered the guy with the same material on his inner lining. it looks ok and on the bright side I figured out ncloth pretty well. A frakking solid cloth solution, its refreshingly stable compared to max's cloth options.

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Critical Mass :: 3D Action Puzzle Game

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