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View Full Version : lightengine SSS mr shader does not work in maya 6


Ronald
04-28-2004, 02:03 PM
did anybody here who already owns maya6 try the lightengine SSS mr-shader with it? i can't get it work, the shader simply won't load. anybody here experienced the same?

ronny

k-effects

Powell
04-28-2004, 05:26 PM
works fine for me....

Elvis75k
04-29-2004, 10:02 AM
whitc sss you use.. is the one from lightengine? How about mentalRay id?

Ronald
04-29-2004, 05:03 PM
strange, i never had a problem with it, but now i cant get it to load. about the mentalray id thingy: the startup window tells me that the shader got none and then it says error and skips loading it!

:cry:

ronny

Digidim
04-29-2004, 08:13 PM
...same problem here. SSS isnīt working...btw. Dirtmap is working fine (after editing the may maya.rayrc)... :hmm:

Gremlin
04-30-2004, 05:02 AM
thats interesting, i never got dirtmap to work... it had problems, and messed up my mental ray causing all MR renders to cancel with some error (regardless if dirtmap was in the scene or not)

muttoab
04-30-2004, 06:24 PM
If I have an SSS shader in the scene at all the MR render fails completely. Doesn't even have to be attached to anything.

Powell: I noted in another thread that you had the SSS running in Maya6.... did you do anything differently for install other than setting the maya.rayrc file up?


I've got:
link "{MAYABASE}/lib/md_subScatter.{DSO}"

and

mi "{MAYABASE}/include/md_subScatter.mi"

That should be right (??)

I know you are using the XSI library... would it have something to do with that?

Regards

MUTTOAB

Digidim
04-30-2004, 06:31 PM
Originally posted by Powell
works fine for me....

Hmm...thatīs strange...donīt u want to share the secret ? :scream:

francescaluce
04-30-2004, 11:11 PM
maya6 seems to require nodeid in the shaders declarations...
just put it there !! after ..apply material.. put 'your' nodeid in this way ::

#: nodeid yournodeidindecimalformat


..........
..........
)
version 1
apply material
#: nodeid 1212121211
end declare



it works.

that care that if you wanna share your scene with custom shader and at this time with custom nodeid... you'll find some problems.. if you're not suppling also the nodeid.:hmm:
but don't be scared about this... the only good thing should be that the shader developer put this directly into his mi declare so we've all the same nodeid. :)
Xsi uses GUIDs and spdls, but it's the same thing.
The only thing is that GUID are always unique... instead you've to find a method to get unique nodeid(I wrote a little apz for me if you wanna...)... but for the moment you can also put 123456..


ciao
francesca

Digidim
05-01-2004, 02:19 AM
After editing md_subScatter.mi i got it working now...:buttrock:

1. As francescaluce said...give it a nodeid ^^
2. change max version "3.2.99" to max version "3.3.1"

Ronald
05-03-2004, 09:02 AM
actually the max version thingy makes it work. thanks a lot for the tip.

ronny

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