Hallöle, ich mal wieder
Ich habe mich mal wieder an mein Gewicht gesetzt und wollte eine AO Zaubern da die alte Fehler hatte, ich habe das Problem in Maya 2015 gehabt das irgendwas mit RGB, RGBA was weiß ich hatte wenn ich auf Convert gedrückt habe. Gut habe mich dann 2 Stunden nach Fehlersuche begeben und im Internet gesucht aber nichts gefunden.
Danach habe ich es mit Maya 2016 versucht dort trat der Fehler nicht mehr auf aber jetzt passiert nichts. Ich habe ein Surface Shader mit der AO Datei von mental ray, habe alles eingestellt wie viele es bei YT gemacht haben oder im Autodesk Forum aber das Modell bleibt schwarz, beim Rendern ist alles schwarz und was weiß ich. Dazu kommt das er mir nicht mal eine Datei in den Ordner packt und wenn er es macht ist es wie erwartet schwarz. UV ist gelegt und richtig.
Es ist auch egal ob ich beim Color Mode: Light and Color oder Occlusion einstelle.
Ich pack mal in ein Spoiler die "LOG" von Maya rein vielleicht hilft es.
Spoiler anzeigen
file -f -new;
optionVar -sv colorManagementColorPickerColorSpaceSelection "Rendering Space";
optionVar -iv colorManagementColorPickerColorMgtEnabled 1;
// Warning: file: C:/Program Files/Autodesk/Maya2016/scripts/startup/rememberViewportSettings.mel line 43: Active stereo does not work with Aero enabled. Active stereo has been disabled. //
optionVar -sv colorManagementColorPickerColorSpaceSelection "Rendering Space";
optionVar -iv colorManagementColorPickerColorMgtEnabled 1;
// untitled //
commandPort -securityWarning -name commandportDefault;
// mental ray for Maya 2016
// Mental ray for Maya: using startup file C:/Program Files/Autodesk/mentalrayForMaya2016//maya.rayrc.
// mental ray for Maya: setup
// mental ray for Maya: initialize
// mental ray for Maya: register extensions
// mental ray Node Factory: loaded
evalDeferred "shaderBallRendererMenuUpdate";
// mental ray for Maya: successfully registered
// mental ray for Maya: loading startup file: C:/Program Files/Autodesk/mentalrayForMaya2016//maya.rayrc
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/AdskShaderSDKWrappers.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/architectural.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/architectural.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/base.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/base.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/basehair.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/basehair.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/bifrostMR.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/bifrostMR.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/bifrostphenMR.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/builtin_bsdf.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/builtin_object_light.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/contour.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/contour.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/coreutil.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/coreutil.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/layering.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/layering.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/layering_phen.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/object_light_phen.mi
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/paint.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/paint.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/physics.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/physics.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/production.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/production.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/subsurface.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/subsurface.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/surfaceSampler.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/surfaceSampler.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/userdata.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/userdata.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/useribl.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/useribl.dll
// generating Maya nodes...
// parsing C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/include/xgenMR.mi
// loading C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/xgenMR.dll
// generating Maya nodes...
get_mdl_modules('C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/mdl')
# ['maya_default'] #
// AbcExport v1.0 using Alembic 1.5.4 (built May 8 2014 13:47:10)
// AbcImport v1.0 using Alembic 1.5.4 (built May 8 2014 13:47:10)
// BifrostMain plug-in loaded (built Mar 18 2016 06:47:39)
// Error: line 1: (mental ray) : cannot load C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/mayabase.dll, Die angegebene Prozedur wurde nicht gefunden. //
// Error: line 1: (mental ray) : Unable to load file: mayabase.dll //
// Error: line 1: (mental ray) : cannot load C:/Program Files/Autodesk/mentalrayForMaya2016/shaders/mayabase.dll, Die angegebene Prozedur wurde nicht gefunden. //
// Error: line 1: (mental ray) : Unable to load file: mayabase.dll //
updateRendererUI;
updateRendererUI;
file -f -options "v=0;" -ignoreVersion -typ "mayaBinary" -o "C:/Users/Philipp/Documents/John Deere Gewicht/Gewicht.mb";addRecentFile("C:/Users/Philipp/Documents/John Deere Gewicht/Gewicht.mb", "mayaBinary");
closeAllNodeEditors;
closeHypershade;
requires -nodeType "mentalrayFramebuffer" -nodeType "mentalrayOptions" -nodeType "mentalrayGlobals" -nodeType "mentalrayItemsList" -nodeType "mib_amb_occlusion" -dataType "byteArray" "Mayatomr" "2015.0 - 3.12.1.16 ";
dataStructure -fmt "raw" -as "name=externalContentTable:string=node:string=key:string=upath:uint32=upathcrc:string=rpath:string=roles";
// externalContentTable //
applyMetadata -fmt "raw" -v "channel\nname externalContentTable\nstream\nname v1.0\nindexType numeric\nstructure externalContentTable\n0\n\"file1\" \"fileTextureName\" \"C:/Users/P830Power/Pictures/uv-maptemplate.jpg\" 85244124 \"\" \"sourceImages\"\n1\n\"baked_surfaceShader2SG_pCube12_fnbake1\" \"fileTextureName\" \"C:/Users/P830Power/Documents/maya/projects/default//renderData/mentalray/lightMap/baked-surfaceShader2SG-pCube12.tga\" 93211909 \"\" \"sourceImages\"\n2\n\"Gewicht\" \"fileTextureName\" \"C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Weight_Texture.dds\" 3865682056 \"\" \"sourceImages\"\n3\n\"file3\" \"fileTextureName\" \"C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds\" 1621083366 \"\" \"sourceImages\"\nendStream\nendChannel\nendAssociations\n" -scn;
// 1 //
optionVar -sv colorManagementColorPickerColorSpaceSelection "Rendering Space";
optionVar -iv colorManagementColorPickerColorMgtEnabled 1;
// Warning: line 0: This file is from an older version of Maya. If saved, it will not be readable by previous versions. //
// File read in 0.27 seconds.
optionVar -sv colorManagementColorPickerColorSpaceSelection "Rendering Space";
optionVar -iv colorManagementColorPickerColorMgtEnabled 1;
select -r weight ;
defaultNavigation -source lambert1 -destination |weight|weightShape.instObjGroups[0] -connectToExisting;
// Warning: line 1: There is more than one shading group, using initialShadingGroup //
// Dropped lambert1 onto weight //
select -r surfaceShader3 ;
select -r surfaceShader3 ;
select -r surfaceShader3 ;
delete;
// Warning: Texture file C:/Users/P830Power/Documents/maya/projects/default//renderData/mentalray/lightMap/baked-surfaceShader2SG-pCube12.tga doesn't exist, node baked_surfaceShader2SG_pCube12_fnbake1 //
// Warning: Texture file C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds doesn't exist, node file3 //
// Warning: Texture file C:/Users/P830Power/Pictures/uv-maptemplate.jpg doesn't exist, node file1 //
// Warning: Texture file C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds doesn't exist, node file3 //
// Warning: Texture file C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds doesn't exist, node file3 //
// Warning: Texture file C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds doesn't exist, node file3 //
// Warning: Texture file C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds doesn't exist, node file3 //
// Warning: Texture file C:/Users/P830Power/Pictures/uv-maptemplate.jpg doesn't exist, node file1 //
// Warning: Texture file C:/Users/P830Power/Pictures/uv-maptemplate.jpg doesn't exist, node file1 //
// Warning: Texture file C:/Users/P830Power/Pictures/uv-maptemplate.jpg doesn't exist, node file1 //
// Warning: Texture file C:/Users/P830Power/Pictures/uv-maptemplate.jpg doesn't exist, node file1 //
// Warning: Texture file C:/Users/P830Power/Documents/maya/projects/default//renderData/mentalray/lightMap/baked-surfaceShader2SG-pCube12.tga doesn't exist, node baked_surfaceShader2SG_pCube12_fnbake1 //
// Warning: Texture file C:/Users/P830Power/Documents/maya/projects/default//renderData/mentalray/lightMap/baked-surfaceShader2SG-pCube12.tga doesn't exist, node baked_surfaceShader2SG_pCube12_fnbake1 //
// Warning: Texture file C:/Users/P830Power/Documents/maya/projects/default//renderData/mentalray/lightMap/baked-surfaceShader2SG-pCube12.tga doesn't exist, node baked_surfaceShader2SG_pCube12_fnbake1 //
// Warning: Texture file C:/Users/P830Power/Documents/maya/projects/default//renderData/mentalray/lightMap/baked-surfaceShader2SG-pCube12.tga doesn't exist, node baked_surfaceShader2SG_pCube12_fnbake1 //
select -r baked_surfaceShader2SG_pCube12_fnbake1 ;
delete;
select -r file1 ;
// Warning: Texture file C:/Users/P830Power/Pictures/uv-maptemplate.jpg doesn't exist, node file1 //
// Warning: Texture file C:/Users/P830Power/Pictures/uv-maptemplate.jpg doesn't exist, node file1 //
// Warning: Texture file C:/Users/P830Power/Pictures/uv-maptemplate.jpg doesn't exist, node file1 //
// Warning: Texture file C:/Users/P830Power/Pictures/uv-maptemplate.jpg doesn't exist, node file1 //
delete;
select -r file3 ;
// Warning: Texture file C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds doesn't exist, node file3 //
// Warning: Texture file C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds doesn't exist, node file3 //
// Warning: Texture file C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds doesn't exist, node file3 //
// Warning: Texture file C:/Users/P830Power/Documents/John Deere Gewicht/Texture/Zugmaul_Texture.dds doesn't exist, node file3 //
delete;
select -r mib_amb_occlusion1 ;
delete;
select -r mib_amb_occlusion2 ;
delete;
shadingNode -asShader surfaceShader;
// surfaceShader4 //
sets -renderable true -noSurfaceShader true -empty -name surfaceShader4SG;
// surfaceShader4SG //
connectAttr -f surfaceShader4.outColor surfaceShader4SG.surfaceShader;
// Connected surfaceShader4.outColor to surfaceShader4SG.surfaceShader. //
connectWindowWith mib_amb_occlusion1 mib_amb_occlusion1;
nodeOutliner -e -replace mib_amb_occlusion1 connectWindow|tl|cwForm|connectWindowPane|leftSideCW;
// connectWindow|tl|cwForm|connectWindowPane|leftSideCW //
connectAttr -f mib_amb_occlusion1.outValue surfaceShader4.outColor;
// Connected mib_amb_occlusion1.outValue to surfaceShader4.outColor. //
setAttr "mib_amb_occlusion1.samples" 256;
closeNodeEditorEd hyperShadePrimaryNodeEditor;
select -r weight ;
sets -e -forceElement surfaceShader4SG;
// surfaceShader4SG //
convertLightmapSetup -camera persp -sh -bakeSetOverride tmpTextureBakeSet1 -showcpv;
// Baking 1 maps
// Cmd: convertLightmap -camera persp -sh -bo tmpTextureBakeSet1 surfaceShader4SG |weight|weightShape
select -r weight ;
Ja das ist richtig das dort die Texturen nicht mehr existieren weil ich den PC gewechselt habe aber die werden nicht benutzt weil die einzelnen UV der Objekte jetzt auf 1 einzelnen sind.
Hoffe jemand kann helfen.
MfG