Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 1 24-07-2013 , 06:46 PM
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Lamberts, Blinns, and Shaders

I'm currently trying to have my model be more saturated in color. All the materials are Lamberts, except for the chrome, which is a Blinn. I am rendering with mental ray selected, and I created a Natural Sun and Sky for the render. The only problem is how everything looks unsaturated and brightened.

https://imgur.com/DLvozxi

Any suggestions for materials to help keep the color of the car from becoming brightened?

# 2 24-07-2013 , 07:50 PM
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when you are using mental ray, youre better working with mental ray shaders. and don't forget about gamma control.

# 3 25-07-2013 , 09:46 AM
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mickhah is correct, use mia material x or mia metallic shaders... reduce the mulitplier in the sun parameters to 0.8

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 4 25-07-2013 , 09:53 AM
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You've just run into Maya/MR's dreaded gamma issue. I was right there where you are some time ago and did a blog post about the problem and the solution. --->Link


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# 5 25-07-2013 , 03:23 PM
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Thanks, Gen. That helped my coloring issue a bit. Sadly something else popped up. After I applied the gamma correction, my UVs either distorted or randomized themselves. I'm also missing some colored areas from the model, as if Maya ignored the UV placement.


user added image

The top part of the picture is the desired color, the rendered view is the resulting color (I'll keep playing with the gamma values).


user added image

The top part is the properly mapped UVs, the Rendered view is my result. I have absolutely no idea why this is happening. I tested to see if it was due to a high reflection attribute, but the outcome was the same.


Just a heads up, these are two different versions of the same file. I'm testing/tampering with one while keeping the other without changes.

# 6 25-07-2013 , 08:25 PM
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The gamma value on the gamma node should be .454

The gamma on the exposure shader should stay 2.2.

Can you post the scene? I'm very curious about the strange striping.


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# 7 25-07-2013 , 08:39 PM
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I can't upload the project for some reason. If it isn't too much to ask, can you send me your email so I can send it to you as an attachment?

# 8 26-07-2013 , 03:11 AM
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To help avoid spam, I won't post that here. Its on the contact page on my blog, see sig below.


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# 9 29-07-2013 , 07:32 PM
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user added image

This is my UV Map layout, as requested. I took a screenshot of the photoshop file, and the UV lines are on a separate layer that I can deactivate.

# 10 30-07-2013 , 03:37 AM
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Mate just ZIP your file and post it in here, I would like to have a gander at this myself...include the PS file in the zip.

Cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 11 30-07-2013 , 07:28 PM
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Fixed it. The problem was the Filter Type for the imported UV Texture. It was set to Quadratic. I switched it to None and everything fixed itself.

user added image

# 12 31-07-2013 , 11:23 AM
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You have extreme edge displacement on the door mate?? why?


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 13 05-08-2013 , 12:55 PM
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It's because of the Crease Tool. Damn things adds shadows whenever there shouldn't be. Kinda annoying.

# 14 05-08-2013 , 02:40 PM
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Never... Ever... Use the crease tool; It causes so many issues, both inside Maya, and when you export to other applications. Add in extra geometry instead.


Imagination is more important than knowledge.
# 15 05-08-2013 , 04:47 PM
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Daytonpa, I don't know if you've checked your email lately. Issues with creases is on the list of things you might want to consider.


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