Welcome, Guest. Please Login.
YaBB - Yet another Bulletin Board
Sep 2nd, 2014, 9:20am
News: Welcome to our forum.


Pages: 1
Using Mental Ray SSS shaders with the RPMMaterial (Read 31011 times)
RPM Forum Administrator
YaBB Administrator
*****


rpmanager.com

Posts: 912
Using Mental Ray SSS shaders with the RPMMaterial
Apr 21st, 2006, 2:39pm
 
The problem with mental ray SSS shaders (and any shader that uses lightmaps) is that they do not work as a submaterial. This not only affects the RPMMaterial, but also the standard multi-sub material.
 
RPManager has been designed to work around this: in the Object Properties rollout, in the 'Capture Globals' group (under the 'Set Management' group) there is a checkbox titled 'Remove RPMMaterial during Render'. Turn this on for the SSS materials to render correctly.
 
Note this does not fix the general problem of SSS and submaterials - all it does it remove the issue with RPManager, ie a multisub material will still fail with this on.
 
What is actually happening is that before it renders (or previews) RPM goes through all objects with the RPMMaterial and assigns the sub material as the top-level material, taking the RPMMaterial out of the equation. Once the preview/render is finished, it puts them back again.
 
cheers,
grant
Back to top
 
 
WWW   IP Logged
Pages: 1