I'm not sure if i can be of any help since i'm a newbie, but did you check the Reflectivity in the Material Attributes > Specular shading? Though i think this is only for blinn material, i don't know if this is available in the textures you are using.I've been using some of the new Urban Pad work for referencing whilst making a scene to prototype a UDK game. I managed to download a sample of a prefabricated building created in Urban Pad and have used the textures that came with it (though the models are all made by myself) as I found the textures to be a very close match to previous research and concept art I had created for making the environment.
The problem im having is, on rendering with MentalRay - the textures are giving a large reflection of its surroundings. Each one of the several textures I sourced from Urban Pad have done this. Any idea how I can change it to be more matt? The models look as if they have a layer of lacquer over them.
Kind Regards, James
Though again this might be for some kind of shader since the guide mentions something like Hypershading for mental ray so it might not help.The Max Trace Depth setting limits the total Refraction and Reflection settings. By setting it to 8, you ensure that two reflection and six refraction calculations can occur.
Now i noticed that they mentioned hypershader. Then maybe it's related to that max trace depth value.have you rendered with no textures? you will probably still get reflections because i'm sure its just your shader.
this sentence is backwards btw - "Will adding a lambert to the textures through the hypershader do the trick?" you add a texture to a shader not the other way around.
no, not if its a lambert.Now i noticed that they mentioned hypershader. Then maybe it's related to that max trace depth value.