Color Blending Problems In Rendering

I'm rendering a scene in Maya using Mental Ray, (not using the CMD line, had some problems in the past, would love some help with that as well). it's a really simple scene with a single object and single shader. i have a series of color blender utilities that are keyed to basically cycle through 6 color's. the project is just making some psychadellic imagery that will be used as Eye candy. The problem is that wherever i start the batch render it keeps that color and doesn't blend, even though it does in test renders and the real time view. I think the problem lies within the way that the texture data is cached but i'm not sure. thanks for the help guys

Woz

might have to do with how maya is translating the scene to mental ray.

Try checking Maya Derivatives in the mental ray render settings, under Translation > performace

I am not sure this will work though.

good luck

I'm running a test now to see if it'll work. It's a batch render so it'll take a bit

this had no effect. it stays the same color as the first rendered image. Ie. at frame 1 it's red. and any render starting on frame one will stay red the whole time. however, if i start the render at frame 600 hundred the the object is shaded blue and will continue to be shaded blue for the whole batch.

How is your shader network set up? You have to realize that theres no GUI behavior in batch ender thus niothing thet fo ces certain types of nodes to update.

This has severe effects on mentalray because its NOT reading maya nodes. It is in essence only doing a small subset of nodes, rest is asks maya to do upfront. However if something is in between a time compute and a up front querry it might not do that.

The most problematic of all of these are expressions, wich are quite efficient but easy to abuse, and a abused expression is a horror on your batch render because it does just not see it at all in worst case scenario. Its not a bug or dad design, its freedon of choice. Your free to screw everything up if you want to, but f you do then your the one wwho has to work it all out too.

i have zero expressions right now but i have a ball controlling set driven keys, ie. i animated the ball cycling from -3 to 3 and at each whole number the color blend utilities are keyed to switch. here's a pic of my workspace in the hypershade

http://img292.imageshack.us/img292/3979/bl...ngcolorsdd0.jpg

thanks

Please if anyone can, help me.... :') typically i'm a modeller who doesn't do much rendering, but I'm now the 3d generalist for a very small company and would love some feedback from the masters here at highend..... any input is REALLY appreciated, thanks Kobayashy for your advice, even though it didn't work I'm glad someone responded and of course thank you JooJaa, I hope to eventually be capable of following all of your explanations. I simply need more knowledge of how this all works....

What version of maya are you running? I cant replicate the problem. still trying to page back a bit to see if sdk

I'm running 8.5 with the bonus tools and what is sdk (pardon my ignorance)

ser driven key wich is what you have going in the scene (deos not really amtter if you amde tham with sdks or not they still are sdk's)

so are you saying that the sdk on a utility will not work in mental ray or what? the set driven keys are made of a ball and it's translate Y as the driver and the blender node in the blend color utilities as the driven. it's not very complicated but is there a way to do this so that mental ray will recognize the utilities or, if i have to, is ther a way to do this with using the MR textures?

No im saying anim curves dont export as dynamic in older mayas. Buut this does not apply to 8.5. Anyway as said i cant replaicate this so the problem is upstreams.

this is basic stuff so you should make effort to really understand this (if you dont then be prepared to have this probklem every second time you do stuff):

this is how it works with mentalray, maya prepares the scene for mentalray to take in the scene. Maya pre computes its own state and then makes a STATIC export of this set into mentalray (imagine if you will that your animation is sliced to many snapshots of one mesh each frame). Because shading nodes act on the data by varying each point maya cant precompute this step. But instead maya has a library of corresponding, but NOT same, mentalray nodes. Therese nodes then do all the varying computation. HOWEVER only shading nodes and few select other ndoe are exported, blend shapes etc etc are not their value is written to the network as static values.

Now to make things harder to understand theres 2 kinds of mayas (thank god for that), the ones you run and the ones that somebody else runs. This usually trows people who dont think about computation off. Now batch is a different maya form the one you see on screen, it is quite literary a maya that does not have a screen. Also it opens the scene independent of you. Now this means that the animation is evaluated differently form what you have on screen. As theres NOTHING to trigger gui events. So all your data must conform to the way maya evaluates the DG or you'll in trouble. Sure you can do cool stuff with things like this but you should separate the making of things form doing them. Now since this maya is doing the export its UNAVARE of any hacks you have on top of the gui.

SECOND basic thing: theres no such thing a s set driven key theres just a gui that fools you into thinking there is. Theres just anim curves!

PS: im a bit busy so i havent got time to illustrate the facts.

I'm not talking about blend shapes... I'm referring to "color blend utilities." these are the utilities in the shading network that changes the color attribute in the material attached to the mesh. Shouldn't the animation curve of the ball object (the driver of the Color blend utilities) drive the color attribute of the shader? Is there a mental ray shading node with similar effects as the color blend utility?

Ok i couldnt replicate the problem on my machine like i said it works fine for me BUT i can replicate it on my backup laptop thet runs PLE (i had a crah on my main laptop yesterday, which doesnt have a service pack, or any of my 20000 or soe lines of unnormal code on top):

QUOTE
I'm not talking about blend shapes...

Neither am i i just took a exaple much furter away form home so you can think in peace. etc etc means theres LOTS of such nodes the full list is below:

QUOTE(Woz @ 02/08/08, 02:26 AM) [snapback]280804[/snapback]
Shouldn't the animation curve of the ball object (the driver of the Color blend utilities) drive the color attribute of the shader? Is there a mental ray shading node with similar effects as the color blend utility?

No, the ball isnt a shading node neither are the anim curves connected out form it (maya thinks they are the end of the line). Try baking the outputs of the graph curves in your prerender script. This forces it to update them

Whats happening is very well described in the previous post.

*the quicklyt filtered list of nodes to replace by blrendshape in above post:'

dependNode

FurAttractors
FurCurveAttractors
FurDescription
FurGlobals
abstractBaseCreate

abstractBaseNurbsConversion

nurbsToSubdiv

nurbsToSubdivProc
parentTessellate
nurbsTessellate
shellTessellate
rebuildSurface
alignCurve
alignSurface
attachCurve
attachSurface
avgCurves
avgNurbsSurfacePoints
avgSurfacePoints
bevel
bevelPlus
birailSrf
dpBirailSrf
mpBirailSrf
spBirailSrf
boolean
boundaryBase
boundary
squareSrf
closeCurve
closeSurface
closestPointOnSurface
curveInfo
curveIntersect
curveRange
curveFromSubdiv
curveFromSubdivEdge
curveFromSubdivFace
curveFromSurface
curveFromSurfaceBnd
curveFromSurfaceCoS
curveFromSurfaceIso
subCurve
detachCurve
detachSurface
explodeNurbsShell
extendCurve
extendSurface
extrude
ffBlendSrf
ffBlendSrfObsolete
ffFilletSrf
filletCurve
fitBspline
globalStitch
hardenPoint
insertKnotCurve
insertKnotSurface
intersectSurface
leastSquaresModifier
loft
makeCircularArc
makeThreePointCircularArc
makeTwoPointCircularArc
makeIllustratorCurves
makeNurbCircle
makeNurbsSquare
makeTextCurves
offsetCos
offsetCurve
offsetSurface
planarTrimSurface
pointOnCurveInfo
pointOnSurfaceInfo
primitive
makeNurbCube
makeNurbPlane
revolvedPrimitive
makeNurbCone
makeNurbCylinder
makeNurbSphere
makeNurbTorus
projectCurve
projectTangent
rbfSrf
rebuildCurve
reverseCurve
reverseSurface
revolve
roundConstantRadius
smoothCurve
smoothTangentSrf
stitchAsNurbsShell
stitchSrf
styleCurve
subSurface
subdivToNurbs
surfaceInfo
transformGeometry
trim
trimWithBoundaries
untrim
angleBetween
animBlend
animBlendInOut
animClip
animCurve
animCurveTA
animCurveTL
animCurveTT
animCurveTU
animCurveUA
animCurveUL
animCurveUT
animCurveUU
audio
blend
blendDevice
blendTwoAttr
blendWeighted
blindDataTemplate
subdHierBlind
brush
cacheBase
cacheBlend
cacheFile
cameraView
characterMap
characterOffset
clipLibrary
clipScheduler
closestPointOnMesh
copyColorSet
copyUVSet
createColorSet
createUVSet
curveFromMesh
curveFromMeshCoM
curveFromMeshEdge
curveNormalizer
curveNormalizerAngle
curveNormalizerLinear
dagPose
defaultLightList
defaultRenderUtilityList
defaultShaderList
defaultTextureList
deleteColorSet
deleteComponent
deleteUVSet
diskCache
displacementShader
displayLayer
displayLayerManager
distanceBetween
dof
dynGlobals
entity
dagNode
shape
baseLattice
camera
clusterHandle
deformFunc

deformBend
deformFlare
deformSine
deformSquash
deformTwist
deformWave
dimensionShape
annotationShape
distanceDimShape
nurbsDimShape

arcLengthDimension
paramDimension
dynamicConstraint
flexorShape
follicle
geoConnectable
geometryShape
deformableShape
controlPoint

curveShape

nurbsCurve
lattice
surfaceShape
fluidShape

fluidTexture2D
fluidTexture3D
heightField
mesh
nurbsSurface
subdiv
particle
nParticle
nCloth
nRigid
directedDisc
environmentFog
implicitBox
renderBox
implicitCone
renderCone
implicitSphere
renderSphere
locator
FurFeedback
dropoffLocator
hikFloorContactMarker
positionMarker
orientationMarker
plane
sketchPlane
renderRect
snapshotShape
hairConstraint
hairSystem

lineModifier
pfxGeometry

pfxHair
pfxToon
stroke
rigidBody
softModHandle
spring
transform
baseGeometryVarGroup
curveVarGroup
geometryVarGroup
meshVarGroup
subdivSurfaceVarGroup
surfaceVarGroup
constraint
aimConstraint

lookAt
geometryConstraint
normalConstraint
orientConstraint
parentConstraint
pointConstraint
poleVectorConstraint
scaleConstraint
tangentConstraint
dynBase
field
airField
dragField
gravityField
newtonField
radialField
turbulenceField
uniformField
volumeAxisField
vortexField
pointEmitter
fluidEmitter
hikEffector
hikGroundPlane
ikEffector
ikHandle
hikHandle
instancer
joint
lodGroup
place3dTexture
rigidConstraint
unknownTransform
unknownDag
objectSet
bakeSet
textureBakeSet
vertexBakeSet
character
shadingEngine
partition
expression
facade
envFacade
materialFacade
filter
filterClosestSample
filterEuler
filterResample
filterSimplify
flow
fourByFourMatrix
frameCache
furPointOnMeshInfo
furPointOnSubd
gammaCorrect
geoConnector
geometryFilter
blendShape
boneLattice
ffd
jointFfd
historySwitch
jointLattice
nonLinear
sculpt
skinCluster
tweak
weightGeometryFilter
cluster
jointCluster
jiggle
softMod
transferAttributes
wire
wrap
globalCacheControl
groupId
groupParts
guide
hardwareRenderGlobals
hwReflectionMap
hwRenderGlobals
hyperGraphInfo
hyperLayout
hyperView
ikSolver
hikSolver
ikMCsolver
ikPASolver
ikSCsolver
ikRPsolver
ikSplineSolver
ikSystem
lodThresholds
makeGroup
materialInfo
mentalrayTexture
motionPath
mute
nComponent
network
nucleus
objectFilter
objectAttrFilter
objectBinFilter
objectMultiFilter
objectNameFilter
objectRenderFilter
objectScriptFilter
objectTypeFilter
oceanShader
oldBlindDataBase
polyBase
polyCreator
polyCreateFace
polyPrimitive
polyCone
polyCube
polyCylinder
polyHelix
polyPipe
polyPlane
polyPlatonicSolid
polyPrimitiveMisc
polyPrism
polyPyramid
polySphere
polyTorus
polyUnite
polyBoolOp
polyModifier
blendColorSets
polyAppend
polyAppendVertex
polyCloseBorder
polyCollapseEdge
polyCollapseF
polyColorDel
polyColorMod
polyColorPerVertex
polyDelEdge
polyDelFacet
polyDelVertex
polyDuplicateEdge
polyFlipEdge
polyMapCut
polyMapDel
polyMapSew
polyMergeEdge
polyMergeFace
polyModifierWorld
polyAverageVertex
polyBevel
polyBridgeEdge
polyCreaseEdge
polyCut
polyCylProj
polyExtrudeVertex
polyMergeVert
polyMirror
polyModifierUV
polyAutoProj
polyCopyUV
polyFlipUV
polyLayoutUV
polyMapSewMove
polyMergeUV
polyNormalizeUV
polyOptUvs
polyStraightenUVBorder
polyMoveVertex
polyMoveEdge
polyExtrudeEdge
polyMoveFace

polyChipOff
polyExtrudeFace
polyPlanarProj
polyPoke
polyProj
polyQuad
polySewEdge
polySoftEdge
polySphProj
polySplitRing
polySplitVert
polySubdEdge
polyWedgeFace
polyMoveUV
polyMoveFacetUV
polyNormal
polyNormalPerVertex
polyReduce
polySmooth
polySmoothFace
polySmoothProxy
polySplit
polySplitEdge
polySubdFace
polyTransfer
polyTriangulate
polyTweak
polyTweakUV
polyBlindData
subdBlindData
polySeparate
polyToSubdiv
postProcessList
proxyManager
record
reference
renderGlobals
renderGlobalsList
renderLayer
rigidSolver
script
selectionListOperator
smear
snapshot
subdBase
subdModifier
subdAddTopology
subdCleanTopology
subdMapCut
subdModifierWorld
subdModifierUV
subdAutoProj
subdLayoutUV
subdMapSewMove
subdPlanarProj
subdTweak
subdTweakUV
subdivCollapse
subdivComponentId
subdivReverseFaces
subdivToPoly
textureToGeom
unknown