OK, for some reason for me, the normal map is not working at all for me in mental ray.
I even used another users Mr-Ocean_Bumptest.max file - it simply did not render any differently between the two files.
Has this feature been disabled?
OK, for some reason for me, the normal map is not working at all for me in mental ray.
I even used another users Mr-Ocean_Bumptest.max file - it simply did not render any differently between the two files.
Has this feature been disabled?
The feature hasn’t been disabled. Is there an error message you’re getting? Is there anything being printed to the MaxScript listener? Does the same scene work when rendering with Scanline?
There are two versions of the Normal map (which do the same thing). Are you using the “Bermuda Normals” texture map, or the “Bermuda Normals Mtl” material? (The latter is not supported in Mental Ray).
We were also having a few issues when using the normal map with some of Mental Ray’s native materials, since they were treating the normals differently than standard Scanline or VRay.
I’m using the ‘bermuda normal map’ in the bump channel of an arch-design material.
Nothing is showing up in the maxscript listener.
The normal mapping does seem to work in the scanline renderer, just not in the MR scene.
edit: using standard material with MR as the renderer still gives me no luck with the normal mapping.
I am using system units of 1cm, and display units of 1cm if that makes any difference - but I was int he scanline scene as well.
When you say you were having issues - does that mean you had it working with the ubiquitous arch-design material? or should I use another type of material for my water?
As it stands right now - the only thing for bermuda that works is the mesh object which is available as a free script on script spot!
Just wondering if the normal map issue is an exposure control issue? - I’m using photographic exposure control in MR.
In regards to the whitecaps - I’m gettign this error from the MR console
"custom translation interface for mtl/tex (…) : shader declaration “floodsurffoammap not found”
It could be a problem that Bermuda didn’t install correctly. Can you check to see if these files are present:
For 3dsmax 2011 or 2012:
C:\Program Files\Autodesk\3ds Max 2012\mentalimages\shaders_autoload\mentalray\shaders\Bermuda.dll
C:\Program Files\Autodesk\3ds Max 2012\mentalimages\shaders_autoload\mentalray\include\Bermuda.mi
For 3dsmax 2010:
C:\Program Files\Autodesk\3ds Max 2010\mentalray\shaders_autoload\shaders\Bermuda.dll
C:\Program Files\Autodesk\3ds Max 2010\mentalray\shaders_autoload\include\Bermuda.mi
If those files are not there, then mental ray support will not work (it also means there is a problem with our installer). They can be copied manually from:
C:\Program Files (x86)\Thinkbox\Bermuda\mentalray2012 (or 2010)
As for the issue with network rendering, the latest build I posted should fix the problem.
Additionally, the “arch-design material” seems to handle bump maps differently than all the standard 3dsmax materials. Thus, it does not work properly with our “Bermuda Normals” texture map at the moment.