Mike's Troubleshooting Page
Over the past two years I have decided to
post some real stumpers on this page. Some of the answers came from actual
effects artists (Scott Squires for instance) and some I just solved myself or
with the help of highend3d.com. This
page covers the following applications:
- Maya
- Commotion Pro
- RealViz MatchMover
- Entropy & MayaMan (discontinued)
- General Render Tips
Maya 4
When Using the G.I. Joe Fake (Global
Illumination) MEL Script I Can't Get Specularity to Appear On My Models? What Am
I Doing Wrong?
The G.I. Joe
Sphere/lighting rig seems to suck out all specularity from my model (uses color,
bump, and specular maps). I am using Blinn shader material. The bump map is not
pronounced as well. When I use just three directional lights (using Depth Map shadows) I receive specularity and the bump maps appear as well. What am I doing
wrong? Does it have to do with baking shadows in or something? The image on the
left shows the G.I. Joe render. The image on the right shows the render with
three directional lights (using Depth Map shadows).
Maya 4/Mental Ray Issues!
I am using Maya 4.02
(win2k) and mental ray for Maya and want to render an oil can that has several
textures to make it look photo real. I have GI turned off and am only using the Final Gather
feature,
but the renders always show up "a nice overcast-lit Gray! Why? Why don't
the texture maps appear in the render? This is true even if I activate GI as well?
A|W really needs some tutorials and troubleshooting docs for this product. On
the left is a standard Maya 4 render using a sphere of directional lights to
simulate global illumination (the 50 directional lights do not emit the specular
component of light). On the right is the Final Gather (no GI) with a 250 value (1000
didn't do anything). Any suggestions as to what I am doing wrong?
Answer: TBA
Question: Why Can't I Get a Sky Reflection On
My Plane's Cockpit (Glass)?
I am using a standard blinn
(glass)
shader on my cockpit. I have used a spherical array of directional lights as
well as single directional lights emitting (both specular and diffuse). I mapped
an Environment Cube to the Reflectivity channel. This cube uses 6 (planar)
projections around the plane.
The
above image is a test render (raytraced). A non-raytraced also did not produce
any sky reflections.
Answer: Attach a Blinn Glass shader to the cockpit. Make
sure the glass shader you use does not have anything mapped to the Reflective
Color. Many glass shaders do have something (some sort of ramp). Create an
Environment Ball and utilize a panoramic image.
Question: Rendering Shadows onto the UseBackground Plane -
How to
Turn Off Visibility of (entire) Model
I am a bit confused on how to turn off "primary visibility" on my aircraft models in my
scene. In the outliner the model is one entry representing all of the grouped geometry. But when I highlight it and
display the Attribute. Editor to flip off the "Primary Visibility" a check box is not available? The simple sphere in the scene
does render properly and can be turned off in the fashion described. It
also renders a shadow in the alpha channel from the Use Background plane.
The light is a directional light with Depth Map resolution set to 512.
So what does one do when trying to disable "Primary visibility" of a complex model? I am using Maya 4.01 on Win2K. Click on image below to see actual screen shot.
Answer: You can disable the primary visibility for numerous objects
(of a group) at once
using the Attribute Spreadsheet.
The Attribute Spreadsheet editor is used for
changing multiple values on multiple objects all at the same time. Select
your plane group then go to Window->general editors: attribute spreadsheet.
Now you must go to the render sheet and scroll left till you see primary visibility. Click and hold in the first "on" field and swipe all
the way to the bottom of the fields. Then type "off" or the
number 0 and hit enter. All of your objects' primary visibility are now
off. This is an irreplaceable tool.
Question: Duplicating a Model
Reverses Texture
Map Image!
My texture map images are
reversed once I make a duplicate of a texture mapped model. How can I prevent
this texture map reversing when I want to make multiple copies of the same model
in a scene. A sample render is shown below. Notice the number 12 on the side of
the Messerschmitt aircraft. The closest aircraft has the side texture map reversed?
Click on the image to enlarge.

Answer:
Always reset the Duplicate menu. I had used a -1 translation in the Y-axis in a previous
duplicate operation earlier in the day and forgot to reset it.
Question:
My Polygon Geometry Disappears after
applying a texture to the color channel of a blinn material?
As you can see after applying the
image file in *.iff format (which has the side image of the plane as a texture map) the geometry actually
disappears in h/w texture mode. Pressing the 4 key reveals the geometry is actually
still there? Anyone have a clue as to what causes this?
Here
is my workflow:
I successfully mapped the
wings and now I want to texture map the side of the plane.
- Create a new blinn shader.
- Assign the new material to the plane.
- Select an image file (*.iff) to use as a
texture map. Click on folder icon to assign a file and the geometry goes
invisible in hardware texture mode (press 6 key)?!!?
In H/W mode it
looks like half of the model was deleted.
NOTE:
If you want a detailed ( eight-page description) step-by-step instructions or
the workflow to try yourself, read the pdf
file. Here
is a screen shot of my model with the invisible geometry. Click to enlarge.

Ironically,
the Maya 4 Release Notes do mention part of the problem, but not the true
solution. Although the problem
really isn't noticeable until you attach an image file to the material. The text
really should be more focused.
From the Maya 4 Release Notes:
Limitation: Polygonal objects or portions of polygonal objects with no
UV textures coordinates appear "stippled*" when viewed in hardware
texture shading mode (hotkey 6).
(*looks kind of invisible or x-ray view)
Alias|Wavefront Workaround: Create new UV coordinates by selecting the faces of the
object and using any of the following tools in the Edit Polygons>Texture
View menu:
- Planar Mapping
- Cylindrical Mapping
- Spherical Mapping
- Create UVs based on Camera
- Normalize UVs
- Unitize UVs
- and Best Plane Texturing.
If
you do not want to create new UVs you can view the object properly by viewing
it in the shaded mode.
Answer: ...and
here is the "True" solution. I discovered this after over a month of
brief discussions on highend3d.com and still no one solved this problem!
Follow the steps below:
- Select your material.
- Select Window>Rendering
Editors>Hypershade....
- Click the Graph Material on Selected
Objects icon.
- Double-click on the material shader.
The Attribute editor appears.
- Select the "Hardware
Texturing" section and ensure that the Textured channel is set to
Color.
- Change the Texture quality value from
the default value to the highest value. After a short calculation ( the hour-glass
icon appears) the texture is properly displayed on the geometry.
Question: Why Are My
Rendered Planets Squashed?
In Maya 3.0a I am rendering my
scene and getting squashed planets. The spheres are not rendering round! Why? I have toggled between Digital Video and CCIR601 because I want to
output to digital video tape. Is this a render globals adjustment? Does it have to do with square
pixels? A sample render is shown below:

Click on image to enlarge the file.
Answer: Change the aspect ratio from .9 to
1.0 in the Global Renders dialog box.
Question:
Why Do My Texture References Keep Appearing in the LightFog?
I
have a scene with a
lot of texture mapped polygon asteroids. I have applied "Create texture
reference objects" to these asteroids to keep the maps from swimming. The
asteroids do rotate and move slowly from scene left to right. I have
selected all reference objects from the Outliner and hidden them. My problem, is that they show up as dark shadows in my
final render. I have also placed some of these texture reference objects on layers and hidden
them as well. And yet they still show up!!!!
What
am I doing wrong? I have a large nurbs surface with the blue galaxy mapped to it
and use a spotlight as the main light source. I also have a directional light
near the camera to cast the shadows seen on the asteroids. The spotlight also uses a
lightFog1 material under special light effects section. I also use a depth map of 1024. Any suggestions as to how I can get rid of the image cast by the texture ref
objects? They are most visible in the upper right quadrant of the image. The
images are shown below.

Answer:
I placed the spotlight on its own layer
and hid it when I rendered. The shadows from the
texture reference objects no longer appear in the final render.
A.Tool.Fan@aol.com
comments: Texture references are created and templated and should stay that way (thus they
will not render and they wont be interacted with by the user and broken in any
way). However, if they are not templated they will appear in renders.
You should either hide them altogether or turn off primary visibility as well
as turn
off cast shadows. If you hide an object in maya it is not visible to
the renderer therefore it is not calculated in reflections, shadows or any other
means that the renderer would normally calculate (in fact, hidden objects are not even
tessellated).
Commotion Pro
Question: Adding Time Stretch to a Clip
causes the Image Edge to "Chatter". How Can I Stop This?
Please
take a look at this sample render (720x480,
500KB AVI file). It uses the DivX codec. Or
you can download the QuickTime file (320x240, 500 KB).
After
adding a 130% Time Stretch to the Battleship clip and its shadow clip, the
resulting render produces a noticeable chatter around both the Battleship and its shadow.
The Time Stretch worked well slowing down the movement of the battleship (and
shadow) to give the illusion that the large ship is closer to the "far
away" cliffs. In addition, I applied both the Composite Color Matcher
and Light Wrap features to all ships in this scene.
Question: How can I add reflections (Egyptian
columns) in
the window of the building ?
Answer:
Scott Squires (Senior Visual Effects
Supervisor, ILM) replies via wwug.com....
As Mr. Boy mentioned you can fake it by scaling your same element. A more correct method is to build a reflection surface in your 3D program and render this so the perspective and image being reflected is correct. Would you actually see the reflections at this angle? Does it reflect the ground the columns are on?
Question:
How do I composite my CG element behind an object in my background plate?
Answer:
Scott Squires (creator of Commotion Pro and Senior
Visual Effects supervisor at ILM) replies:
Bottom layer in the timeline should be your background (explosion). Next layer should be your CG Plane. On top of that now add the BG
(background) image again. Also, make sure all of your clips start at the
same frame number.
- In the Timeline, double click the top layer (BG image of explosion).
A window appears containing the background explosion sequence.
-
Now use the roto tool to outline the speaker or object that you want the plane to go behind.
In your Composite window, the proper areas
appear matted out (or more appropriately, rotoscoped out) . In this case we
do not rotoscope the bottom layer since it would matte the BG area against a constant background color (black typically).
I assume you render your CG plane with it's own matte so it appears correctly. Just think of the top layer as just the speaker from the background plate so the layers are as you
would expect them to be as viewed from the camera. speaker > plane > background.
It's possible to do things like:
- Perform the rotoscoping on the BG
plate and save as a file
- Turn it off for the BG plate and double click the
plane
- Next, load in the rotospline file and set rotoscope
mode to subtract
However, this and a few other approaches do
not provide you with the flexibility you want.
Question: Why am I losing my fog in the composite? How
can I prevent this?
I have rendered some asteroids in Maya 4
with an environment fog effect. This shows up in the alpha channel but when I
bring it into Commotion Pro in the "Normal" composite mode I lose much
of the fog effect. Can I compensate for this somehow? Or should I rerender in
Maya and save out to Z-depth information. Will Commotion Pro use this
channel? Any suggestions are welcome. You can see the example screen shot below.
Answer: Scott
Squires replies via wwug.com: On your site you mention issues with fog alpha. Use the
Filter > Levels selection and then adjust the alpha curve/contrast to get the effect you desire. You could also use the Color Curve filter set to
alpha as well.
Question: Whenever I playback frame 178
the composite window appears black.
In fact when using the player
it also stops at frame 178. The comp is set to be 200 frames long. What was I doing before this happened? I
was working in the Curve Editor so the camera would start panning from the bottom of the earth image and stop just before the
surface of the planet disappears below the horizon. The moon is in the upper
right hand quadrant. Shortly after working with the curve editor I saved my
changes and received an error:
Unknown Error (27728) Error message not
found
My system is a Windows 2000 (service pack 1)
with 512 MB RAM using an Oxygen VX1 graphics card w/32 MB texture RAM (latest Win2K
drivers).
Should I send this to support@pinnaclesystems.com?
A screen shot of my desktop is below. Click to enlarge the 92 KB desktop image.

Answer:
It seems I may have accidentally deleted a frame or two from the sequence. This
would cause Commotion to compensate and display a black image in place of
the missing element.
Question:
How can I use a still image in the timeline
I have a still image I want to use as the background so I placed it onto the
timeline. For some reason I can grab the image manipulator but I can't expand it so that the image is visible throughout
the entire timeline like the other elements.
Click
on the image below to see my Commotion 3.1 desktop with composite elements.
Notice the timeline.
Why can't I expand the visibility of this image?
Answer: In this case the filename was using a
number it and this confused Commotion into thinking that there were several
files (as in a sequence) in the directory. I removed the number from the
filename and it works fine now.
RealViz Match Mover
Question: How do
you get rid of lens distortion?
Answer: If by
"aspherical" you mean an anamorphic lens, then once you have taken out
the anamorphicness with a .5 scale in the y (or, better, a 2x scale in the x),
you then have the rest of the lens distortion to worry about.
This might be very hard to do - anamorphic lenses produce
some really whacky distortions, and the distortion varies according to the focus
- through a pull focus you will see varying distortions. Without either a
reference grid shot especially for you with the lens at the focus setting of
your shot, or else some of the kind of proprietary software that facilities keep
very much to themselves, you might be stuffed. Sorry
Paddy from the vfxpro.com discussion board.
Question: Matching CGI character to background
problem
I have
rendered out the sequence shown below but the CGI element is not matched to
the movement of the background? After you align the RealViz camera so that the view
encompasses the action of the character do you have to parent the character to
a locator or something? Anyone with matchmoving experience please take a look at the AVI and make a
suggestion.
Click to see AVI
movie (307 KB using DivX codec for Windows).
Answer:
Let's just say that that automatic
tracking feature has done a great job in release 2.2. I believe that the
canned CG dancer was not zeroed out to world space and thus makes it difficult
to use in an actual scene.
Question: How can I get the camera
to see the CG object at frame 1?
How do I ensure that the imported mocap "animated" CG character is in line with the RealViz camera/image plane throughout the entire animation?
I have successfully tracked my
background footage using RealViz MatchMover 2 but have problems aligning the
imported RealViz camera with the imported CG character. At frame 1 the
camera is not looking anywhere near the imported CG object. I could move the CG
object in front of the camera, but when I scrub to frame 1 it shoots back to its
original coordinates in world space - nowhere near each other. The dancer is not
static and moves around a bit and never appears, even by chance, in front of the
RealViz camera at any frame. Does this always happen in both export
"camera" and "scene" cases? This sounds like a general Match
moving question. Or can I have more freedom in moving the RealViz
camera in the Camera export selection as opposed to the scene export
selection? Any comments welcome. The screen shot below shows the mocap dancer in
the center of the RealViz camera, but as soon as I go to frame 1 it is no longer
in sight of the RealViz camera? What am I doing wrong?

Answer:
When you are ready to export your file to your 3D application (Maya 3 in my
case) make sure you choose "Scene" instead of Camera especially if your CG objects are animated.
The Camera setting is default. The reference guide actually tipped me off to this but it was
mentioned in only two vague sentences. Maybe put it in a bold NOTE: or mention that when "importing animated" CG objects/characters use the
"Scene" export option as this lets you to position the camera to focus on the animated character/object.
The scene export option lets you select (in Maya's Outliner) and translate the RealViz
camera, (track points) locators and image plane and move them so that the animated character is in the camera's viewfinder throughout its entire animation cycle.
Entropy & MayaMan
Question: Grainy motion blur in global illumination
scene (Entropy R3
& MayaMan 1.03)
I would like any suggestions
as to how to improve my GI render that makes use of Entropy/MayaMan's motion
blur. In the scene is a half dome with a very light blue color shader. One area
light is pointing upward inside the dome. I have a scene with a P51 Mustang
and rotate the propeller via a simple expression based on time. As you can see via the attached *.tif
file, it is not coming out as nice as I hoped. I believe this to be operator
error. I am not a "professional", so I spend hours tweaking
settings in the render settings and see if the image improves. I read the Motion Blur
description in the documentation but would really love to see "presets" either in the
MayaMan GUI
or have values for different scenarios listed in the manual.
I did notice that Lightwave has a unique plug-in (LW_VectorBlur) that solves
the problem (in-part) when using propellers and motion blur with great results.
The URL is below.
http://www.lightwave3d.com/tutorials/rendering/vector_motion_blur/vector_motion_blur_2.html
Answer:
First
of all I would suggest testing motion blur and GI independently
of each other before testing them together because of how long it takes to
render GI especially with the amount of sampling needed for smooth motion
blur. Also note that grainy motion blur is usually a case of low
anti-aliasing, however this effect can be more pronounced if added the grainy
rendering of a low sampled area light on top of low sampled anti-aliased
motion blur.
Motion blur in Entropy is determined in anti-aliasing. It is not a post
process as it is in the vector plugin used in Lightwave. Also Entropy
does not support multi-segmented motion blur yet (motion blur that is sampled
multiple times over the advancing of the shutter open-close in order to get
arching motion blurs), so your motion blurs will be linear. Something
that most people never notice when the images are in motion. Plus
multi-segment motion blur takes longer to render because it involves
additional calculation
and sampling. MayaMan has two settings for Entropy: spacial
sampling and temporal sampling. Temporal sampling is only for motion
blur. Spacial sampling is for all anti-aliasing (super sampling).
Usually values of two for spacial sampling is fine if no motion blur or depth of
field is used. Temporal sampling multiplies the
spacial sampling value only on motion blurred objects. Moreover, the motion
blurred objects receive more sampling than is necessary for non-motion
blurred objects. This process reduces the render times. However my experience is
that a Max Temporal value of eight is not enough for clean motion blur. So I
have to increase spacial sampling to four or six and the motion blurred image
appears smoother.
So now that you have motion blur looking smooth, test it again with an area light. It should look better, however if you have a low sampled area
light, the motion blur may appear grainy. Next, try increasing the area light samples to
64 or 128. However, this increases your render times. It may be
better to come up with a lighting scheme that mimics area lighting, but does
not use area lights. Also, if you render your area lights "as
primitive" through a MayaMan objects node you can cut down render times
(when using Maya's area lights) and improve the image quality.
Finally test your GI settings over night because it will take a long time to render GI
with the amount of sampling for the motion blur and the area lights.
(contributed by A.Tool.Fan@aol.com).
General Render Tips
NOTE: This information has been harvested from
the Maya section of Highend3d.com site. I have edited some of this material
when
I have found some free time.
Question:
I am editing a
scene with 50-60 texture map files and I occasionally need to find out what the resolution
of a particular image is. Is there an easy way to find out what the ACTUAL
size is (X*Y size in pixels and/or bit depth) of an image file using the
hypergraph (or multilister).
Answer: getAttr
file1.outSize; this will give you the pixel dimensions of 'file1'.
Question:
Contact shadow pass in Maya?
Answer:
The easiest method is to use a negative light and
parent it to the feet and give it a intensity curve for decay. You now
can control the exact distance of the shadow or negative light....and make sure
it only illuminates the ground as to not suck light off the feet too.... I
imagine you could also texture map the color as to the shape of your feet making
a perfect soft shape in the negative light.... mrPooH.( www.TheLightOmelette.com)
Question:
I have textures that keep swimming while the object moves!
Answer:
Texture references only work on file textures with mipmap filtering, any other
setting and the texture slides as if there is no reference. Other than that
there is no reason why texture references will not work. Are you trying to stick 3D
textures or projections? You do not have to create the reference object before
deformations so there's no need to rebind. Make sure the textures are in
the correct place when you create the ref object.
Question:
Contact
Shadow success! - cool trick... Poster: lcymet : 07/11/01 06:34 AM Thanks to all
the kind folk who posted many replies to my previous request for contact shadow
solutions. We happened upon a solution that works quite well and we just wanted
to share it...
Answer:
Start
with a plane using the useBackground material and a direct light pointing straight down at the
plane (with raytraced shadows activated). Next, create a material with a ramp (as
a projection) in the transparency map. Adjust the placement node and the ramp
itself so that the ramp starts with a 0 transparency value at the ground plane and
quickly gradates to 100% transparency right above the feet of your character.
The idea being that you make only the objects that are near the ground visible.
Apply this material to your character. Do not use a texture reference! You want
the character to swim through the transparency map so that any part of the
character that comes into contact with the ground is made visible and the
geometry above gradates smoothly to transparency. Turn on raytracing in your
render globals (so that the shadows obey the transparency map) and your done. It
may be a bit slower, but the effect is great. Since you will probably blur the shadows anyways, half-size renders should
work as well. Good luck! (Laurence Cymet Calibre Digital Pictures.)
Question:
Re: how to use maya's Z channel Poster: beaker : 07/15/01 06:15 PM
Answer: Use
*.sgi
or *.rla files. Both of these file types support built in Z- channels. I know for a fact that After
Effects
reads *.sgi files, but I am not sure about *.rla files. The only way to use Maya
*.iff files with After
Effects
is to use the Photoshop iff plugin, but it is buggy and I am pretty
sure that it reads the Z- file as just a second alpha since Photoshop does not
handle Z- files. Deke Kincaid deke@mail108.pair.com.