Hey there,
I have a scene which I'd like to batch render using Hardware 2.0. Some objects in the scene are shaded with aiStandard Surface materials. These display properly in viewport 2.0, the render view, and when rendered with the Render Sequence dialogue.
When batch rendered however, any objects using aiStandard Surface render totally incorrectly. They're covered in broad, blown out specular highlights, so bright they almost totally cover the color of the diffuse. The roughness value gets ignored, and it looks completely wrong. I attached an image to show what I'm getting.
All other shaders render correctly (Blinn, Lambert, shaderfx). From some testing it looks like something is getting lost in translation when the scene is being read/rendered by MayaBatch. This mainly concerns the specular component of the shader, though other stuff is messed up too. For example, all the weight attributes in the material are ignored at render time.
Things I've tried:
-Hunting through render global nodes trying different options which might impact the result - no dice
-Hunting through the material settings, shading group node, trying different settings and turning things on and off. Most attributes appear to get ignored, or have no effect.
-Testing in both Maya 2018 and 2019, same issue
-Changing my display driver from Opengl to Direct X. This very slightly changed the brightness of the highlights, but basically had no effect.
*If anybody is wondering why I can't just use the correct result from Render Sequence, the answer is: it's complicated, and I'd save a lot of time being able to use Maya Batch instead.
I'd be super appreciative if anybody has any ideas!
Hi!
I can confirm this problem with Maya 2020.
Please report this problem (bug?) to Autodesk.
In Maya main menu:
Help -> Speak Back -> Report a Problem
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