How to fix the final gather rebuild issue in Maya 2012

This glitch will appear in Maya 2012 with mental ray Final gather Once FG map was enabled and giving a specific name, our render will come out as expected such as this However when we turn off the final gather Rebuild to use the already built map The render will come out as if we [...]

Friday, September 2nd, 2011

The mystery behind shadow passes – Tutorial

Maya render passes can output the following shadow passes: 1.    Shadow 2.    Shadow Raw Each one is unique in the way it will be used when composited. Once we create a shadow pass, we will notice that the buffer type is set to 16 bit float. This gives us the indication for the need of [...]

Sunday, May 1st, 2011

How to fix reflection spikes in mental ray Maya 2010 – Tip

This problem appear when using a combination of mia_material , HDRI and floating point framebuffer. One would get very high spike in the reflected area of the Shader. A first look will appear as it’s a bad filter, but it’s actually the camera that could not handle the reflection high value . since we already [...]

Thursday, April 14th, 2011

How to create a background pass – Tutorial

When rendering your render passes you will notice that the background gets calculated (appear) only in the beauty pass. But what if we want the background as a separate pass for composting purpose. There are some basic methods, for example, A- Adding the IBL in a different layer. Or B- Using a poly sphere with [...]

Tuesday, April 5th, 2011

Maya render passes Part 2 – Tutorial

In the second part will look into separating the scene elements in spate passes and incorporating render layers in our work-flow. The HD vr. can be found here.  

Wednesday, March 30th, 2011