Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 22-04-2014 , 10:30 AM
Blocker226's Avatar
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Weird Lighting on Character

Hello, I've been lurking here a while now, the questions with answers really help.

Anyway, I seem to have run into a problem even google cannot help find a solution for.

I've been trying to get my Minecraft character to render properly using Maya 2014, but in Mental Ray, the head stands out among the rest of the body, I'm not sure how to describe it, so here's a picture:

In editor with "Use All Lights" and "Shadows"
user added image
In render using Mental Ray (Quality: 1.00, Raytracing and Final Gathering turned on with Shadows, Physical Sun and Sky enabled)
user added image

As you can see, the head is like super bright and stuff, unlike the rest of the body. It's basically 2 cubes merged together.

Does anyone know what I need to do to restore the head/body to proper lighting? user added image

EDIT: Yes, I checked, Incandescence is set to 0


Last edited by Blocker226; 22-04-2014 at 11:18 AM.
# 2 22-04-2014 , 12:27 PM
ben hobden's Avatar
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What are the reflectivity settings like on the materials. ?
are the head and body the same material?




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# 3 22-04-2014 , 01:36 PM
Blocker226's Avatar
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Each limb and the 2 layers of the head use different textures, but are all Lambert materials.

EDIT: Where do I find the reflectivity settings? The closest I seem to be able to find are Incandescence and Diffuse, and in the texture file Material Alpha Gain.


Last edited by Blocker226; 22-04-2014 at 01:46 PM.
# 4 22-04-2014 , 02:39 PM
PixalZA's Avatar
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Did you gamma correct your textures after you switched to physical sun & sky?


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# 5 22-04-2014 , 03:59 PM
NextDesign's Avatar
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It looks like your head has incandescence while the rest of the body doesn't.


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# 6 22-04-2014 , 05:35 PM
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I think so too, it could be the gamma correction for this head texture.

Add a gamma correction node with value 0.45, then the brightness or washed out effect should be gone.

# 7 23-04-2014 , 09:54 AM
Blocker226's Avatar
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I think so too, it could be the gamma correction for this head texture.

Add a gamma correction node with value 0.45, then the brightness or washed out effect should be gone.

Thanks! It worked!

EDIT: I found a way to gamma correct the rest of the other textures, and it renders better, but is there any method to prevent the textures from looking horrible in the editor?

EDIT EDIT: I've figured using Viewport 2.0 or the High Quality viewport help. Thanks.


Last edited by Blocker226; 23-04-2014 at 01:51 PM.
# 8 23-04-2014 , 07:00 PM
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Great that It helped! Good Luck further ;-)

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