Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
I came across a wierd render problem. I've got a particle simulation and everything is working fine. My particles are blobby surface and I'm using the dielectric material. When I render in maya to check I get an image (1st attachment) when I batch the whole sequence there is a hole where my particles should be... Same problem with mia material. When checking the alpha in maya render window I noticed that it doesn't exist for my particles, but the alpha channel is checked in render globals?
Not too sure but have you got, now this is off the top of my head, "pass custom surface to something" checked in the mental ray tab, its near the bottom somewhere??
I don't think that was the reason, I suppose you mean where you can check pass custom alpha, z etc channel.
It's really wired I didn't change anything, all the MR materials on particles don't produce an alpha... or anything at all as soon as I batch....
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