Did you use final gather and HDRI when you tried mental ray?I'm using Maya software. I tried mentalray but I didn't notice any difference. What is the difference?
API 0.0 warn 302018: type conflict: "input2" is type vector, "maya_file" returns type color API 0.0 warn 302018: type conflict: "specularColor" is type color, "maya_multdiv" returns type vector API 0.0 warn 302018: type conflict: "input" is type vector, "maya_file" returns type color API 0.0 warn 302018: type conflict: "input2" is type vector, "maya_file" returns type color API 0.0 warn 302018: type conflict: "specularColor" is type color, "maya_multdiv" returns type vector API 0.0 warn 302018: type conflict: "input" is type vector, "maya_file" returns type color API 0.0 warn 302018: type conflict: "input2" is type vector, "maya_file" returns type color API 0.0 warn 302018: type conflict: "specularColor" is type color, "maya_multdiv" returns type vector API 0.0 warn 302018: type conflict: "input" is type vector, "maya_file" returns type color API 0.0 warn 302018: type conflict: "input2" is type vector, "maya_file" returns type color API 0.0 warn 302018: type conflict: "specularColor" is type color, "maya_multdiv" returns type vector API 0.0 warn 302018: type conflict: "input" is type vector, "maya_ramp" returns type color API 0.0 warn 302018: type conflict: "specularColor" is type color, "maya_multdiv" returns type vector
RCFG 0.3 warn 542002: angle between normal and geometry normal > 90 degrees X14
I know the geometry causes some warnings but it doesn't seem to stop the render when I render just that problematic part, so I doubt it is it (I'll try it anyway soon though). I've been having problems with other renders(Maya software) where I got a low memory exception thrown an the render stopped at a dance geometry area(I tried to render the section individually). Could there be a similar problem with mental ray?(with the exception of an exception not being thrown)also, check your geometry, there maybe be a problem some where that may be causing a problem and keeping you from rendering with final gather.
Mental ray can render in separate passes ( color, shadow, diffuse, and specular) I personally haven't had any issues rendering in separate passes using mental ray. I cant say that you wont have problems. I can only recommend that you try it out. It's definitely better than rendering out one single beauty pass. Much easier on your processor and ram in my opinion.I know the geometry causes some warnings but it doesn't seem to stop the render when I render just that problematic part, so I doubt it is it (I'll try it anyway soon though). I've been having problems with other renders (Maya software) where I got a low memory exception thrown an the render stopped at a dance geometry area(I tried to render the section individually). Could there be a similar problem with mental ray?(with the exception of an exception not being thrown)
Yes, so make sure you turn it off when you use mental ray or your lighting for final gather/ Image based lighting will not look good. Also if your going to use Image based lighting you have to use final gather. They were designed to work with each other.*This one is just for interest: Isn't a default light created only when there aren't any lights in the scene?
Maya is designed to be able to connect many textures into one material shader, or you can connect one texture into many material shaders. All you have to do is access your texture in the hypershade, right click your texture and select what you want to connect to ( color, specular or whatever ) and drag it over to your material shader. You can use the same texture for other objects but make sure the texture you choose wasn't made or painted for something else. For example you don't use a rock texture for a Hat or Gun. Just use common sense here.*About the shading networks: I'm kind of an order/efficiency freak... is it possible/advisable to use identical(or are they) 2D texture placements for several texture files (eg. reflection + specular etc)?