Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 04-05-2010 , 01:28 PM
nectario's Avatar
Registered User
Join Date: May 2010
Posts: 16

What is wrong with this Porsche?

Hi,

I have a black Porsche model, which I am trying to render it using mental ray in Maya 2011. I'm placing it with Sun and Sky created in mental ray. I selected the all the maximum quality settings: Production Quality, Global Illumination, Final Gather, Refractions, etc. etc.. When I render it, the car comes out grayish/blueish. Below is an example:

https://www.nektarios.com/Black_Porsche.jpeg

Even though the car is black, why does it look grayish/blueish? I tried everything to make it look black, but to no avail. Keep in mind this only happens with the Sun and Sky setting turned on in Mental ray. Your helps is appreciated! Btw, the material on the paint is Phong.

Thank you!

-Nektarios

Attached Thumbnails
# 2 04-05-2010 , 02:17 PM
jsprogg's Avatar
Lifetime Member
Join Date: Feb 2004
Location: Chicago
Posts: 1,712
thats exactly how its meant to look...when you use Physical sun and sky you will get the ambient bleed of the sky which of course is blue , to make it less noticable change the time of the day so the sun is lower in the sky to either morning or evening and possibly change it to a winter month too . If you want it black then you need to do a studio render .




2 x Modeling Challenge Winner

Last edited by jsprogg; 04-05-2010 at 02:19 PM.
# 3 04-05-2010 , 02:28 PM
nectario's Avatar
Registered User
Join Date: May 2010
Posts: 16
Thanks. So how can I get the shadows in the Porsche appear blacker then? I still need it at an outdoor setting.

Cheers,

-N.

# 4 04-05-2010 , 02:44 PM
Registered User
Join Date: May 2006
Location: Hastings UK
Posts: 895
You could lower the gamma. If you open up the hypershade and goto the utilities tab you should find a node called mia_exposure_simple. If you click on this it will open up the settings where you can try lowering the gamma to make the render darker.

# 5 04-05-2010 , 02:49 PM
nectario's Avatar
Registered User
Join Date: May 2010
Posts: 16
Thank you! :-)

# 6 04-05-2010 , 03:35 PM
Gen's Avatar
Super Moderator
Join Date: Dec 2006
Location: South FL
Posts: 3,522
I really wish that the physical sky was implemented properly because everyday someone will run into this problem. When the physical sky is created, it attaches a lens shader to the camera to control the exposure(else you'll see exactly how bright the sun is) and that lens shader also has a gamma property and that is set to 2.2 which is the default gamma on monitors (the physical sky setup assumes you are working in a space where the gamma is 1.0 also known as linear space).

The thing is, when you choose colors from the color picker or use or your jpeg and other 8 bit textures they already have a gamma of 2.2 embedded (or else they won't look normal and pretty to human eyes), so now, you have your colors and textures being hit twice by a gamma of 2.2 which causes the washed out look. You can fix this by countering the embedded gamma, plug in gamma utilities(as you would with any other texture) into your shader(excluding bump, normal and displacement maps) then you can use the gamma node's value to plug the textures or change the color. The gamma node's "gamma" should be set to the inverse of 2.2 which is .45454545454 or you can round that to .455

Apart from that, I think part of your problem is the fact that your car is highly and equally reflective regardless of viewing angle so it's showing a lot of everything else but it's diffuse color and car paint doesn't do that. If you were to browse the mental ray materials section of the hypershade you should see carpaint shaders.


- Genny
__________________
::|| My CG Blog ||::
::|| My Maya FAQ ||::
# 7 04-05-2010 , 03:53 PM
nectario's Avatar
Registered User
Join Date: May 2010
Posts: 16
Wow! Thank you!!! VERY insightful! I will do that and see what the outcome looks like... :-)

# 8 05-05-2010 , 12:32 AM
nectario's Avatar
Registered User
Join Date: May 2010
Posts: 16
I re-rendered with all suggestions. Much better! :-) See image below!

Attached Thumbnails
# 9 05-05-2010 , 02:45 AM
Gen's Avatar
Super Moderator
Join Date: Dec 2006
Location: South FL
Posts: 3,522
Huge improvement, good job!:nod:


- Genny
__________________
::|| My CG Blog ||::
::|| My Maya FAQ ||::
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads