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Pixero
08-15-2004, 08:41 PM
I have made six new MR shaders:

JS_BlendColors
JS_PlusMinusAverage
JS_MultiplyDivide
JS_Reverse
JS_FacingRatio (with a parameter to reverse the output)
JS_Luminance (color to luminance)

They work like the Maya ones but since they are MR shaders they should work in Phenomenons. :thumbsup:

Enjoy!

www.pixero.com (http://www.pixero.com)

MunCHeR
08-15-2004, 08:56 PM
Thanks again Pixero, you rock my maya.rayrc world:thumbsup:

MunCH

PS: If someone could help out with my compiling for linux thread, maybe we could get these babies into linux:lightbulb

Powell
08-15-2004, 10:14 PM
:thumbsup:

snikt
08-16-2004, 08:24 AM
I know it has been said to you guys alot many times but thanks a lot Pixero,Jozvex and Francescaluce for all the amzing shaders that you guys have given us.It has been a great way to explore the shaders in Mental Ray far better than what Alias has done so far in this regard.
Cheers.
Snikt.

marmphi
08-16-2004, 02:38 PM
:buttrock: :buttrock: :buttrock:
Thank you.

pixelmonk
08-17-2004, 01:40 AM
I have made six new MR shaders:

JS_BlendColors
JS_PlusMinusAverage
JS_MultiplyDivide
JS_Reverse
JS_FacingRatio (with a parameter to reverse the output)
JS_Luminance (color to luminance)

They work like the Maya ones but since they are MR shaders they should work in Phenomenons. :thumbsup:

Enjoy!

www.sandstrom.on.to (http://www.sandstrom.on.to)
I wish someone would come out with a ramp shader that would take into account for things like Slope for creating landscapes. Yeah I know you can do a projection but it doesn't account for slope and other landscape type features. That's one of the few things I miss about LW.

Atwooki
08-17-2004, 07:29 PM
Excellent stuff, Pixero!
Thanks so much for getting these together - much appreciated ;)

Atwooki

chocobo2k
08-18-2004, 09:04 PM
Thanx man that is so cool. Keep up :thumbsup:

Bonedaddy
08-18-2004, 09:47 PM
I wish someone would come out with a ramp shader that would take into account for things like Slope for creating landscapes. Yeah I know you can do a projection but it doesn't account for slope and other landscape type features. That's one of the few things I miss about LW.
Doesn't the "Snow" shader do just that? Built into Maya?

onlooker
08-19-2004, 05:21 PM
Pixero they look great, but do you plan to include the source for these so they can be compiled for other platforms?

Pixero
08-22-2004, 09:15 PM
Two more MentalRay shaders added:

JS_SetRange
JS_Clamp


For MR Phenomenon builders.

Enjoy! :)


www.sandstrom.on.to (http://www.sandstrom.on.to)


Oh, and Ive added some icons to the Sintesys shaders.

pixelmonk
08-23-2004, 12:49 AM
Doesn't the "Snow" shader do just that? Built into Maya?nope... not it

chocobo2k
08-26-2004, 07:13 PM
Two more MentalRay shaders added:

JS_SetRange
JS_Clamp


For MR Phenomenon builders.

Enjoy! :)


www.sandstrom.on.to (http://www.sandstrom.on.to)


Oh, and Ive added some icons to the Sintesys shaders.
what is Phenomena anyway, and how I can use it. Mentalray docs thats comes with maya is just crap for begginers it only helps the developers, i really wished Alias would change them :banghead: , but can you help me ? a tutorial may sounds great

Pixero
08-26-2004, 07:56 PM
Phenomenons is basicly a mi file that incorporates a whole shading network into one shader.
You could use it if you come up with a smart shading network and want to re use it several times or share it with others.

chocobo2k
08-27-2004, 09:48 AM
Thanks man you are great help :thumbsup:

Pixero
08-28-2004, 06:35 PM
Three more shaders added.

JS_Color_to_Vector
JS_Vector_to_Color
JS_Vector_to_Scalar


Enjoy! :)


www.sandstrom.on.to (http://www.sandstrom.on.to)

Afr_CG
08-29-2004, 04:40 AM
I still need to figure out how to use them since a I am a noob but thank you for thinkin' about us Mac users!

thanx again!

Atwooki
08-29-2004, 12:56 PM
Nice one, Pixero!
The list and functions keep growing :)
Thanks for all your kind input

Atwooki

Splin
08-29-2004, 02:03 PM
wow Pixero, I salut you!
very very sweet, plus linux versions too, thank you :bowdown:

Pixero
08-29-2004, 09:51 PM
...and heres another one.


JS_Incidence

This node calculates the incidence angle between the objects normals and one of the available axis.
It can be useful for positioning textures like snow on terrain with one texture on sloped and another on flat surfaces.

These are the availible axis:
+X Axis
+Y Axis
+Z Axis
-X Axis
-Y Axis
-Z Axis
Facing Ratio

It also has Parameters for Bias and Gain to control the position and spread.

Here is a small test using it to drive the blender value of JS_BlendColors with
two file textures as colors.

http://pixero.thefreebizhost.com/stuff/berg.jpg


Enjoy! :)


www.sandstrom.on.to (http://www.sandstrom.on.to)

grafix
08-29-2004, 10:45 PM
Hi Pixero, you are really doing a great work here. I appreciate your contributions a lot. Nevertheless, may I suggest a nother node that I miss desperately in Maya's mentalray implementation? It's the distanceBetween node that for reasons I don't understand does not work in shader networks under mentalray (They even admit this in the docs). I know, one could plug it together with add and multipy nodes but even that wasn't possible until Maya 6.01. So it would be really handy to have that node working with mentalray ... :blush:

Thanks again,
grafix

Pixero
08-31-2004, 12:40 PM
JS_DistanceBetween added.

mthemelis
08-31-2004, 08:44 PM
is it possible to post a picture of the shading network of the image you produced with js_incidence?


newbie

grafix
09-01-2004, 09:19 AM
Hi Pixero,


thank you very much for your promt reaction to my "suggestion". :applause: The node is functioning exactly as it should, the only problem I still have is that it does not work in connetion with the JS_SetRange node, even when I tried to incorporate various conversion nodes into the shader network. It constantly gives me an error message " incorrect member "outValue", "JS_SetRange" does not return a struct" and the render aborts. With the Maya SetRange node everything functions perfectly.
Am I missing something fundamental here?
BTW, did you get my scene file?
Grafix

Pixero
09-01-2004, 10:09 AM
mthemelis and okitsa: I have made a small tutorial on my site how to use the JS_Incidence shader. There is also an example scene to examine. :)

grafix: Read your PM.

grafix
09-06-2004, 11:31 PM
Here is just a small example of Pixero's distanceBetween node in action. Color and bump depth of the object are driven by the distance to the object's center.

http://img5.exs.cx/img5/6531/starsmalll.jpg

Dr. Ira Kane
09-06-2004, 11:50 PM
hehe cool looking jelly thingy :D

MunCHeR
09-07-2004, 07:08 AM
Aaaaah, red kryptonite :bowdown::bowdown::bowdown:

nice job grafix

Cheers

MunCH

pixelmonk
09-07-2004, 09:56 AM
...and heres another one.


JS_Incidence

This node calculates the incidence angle between the objects normals and one of the available axis.
It can be useful for positioning textures like snow on terrain with one texture on sloped and another on flat surfaces.

These are the availible axis:
+X Axis
+Y Axis
+Z Axis
-X Axis
-Y Axis
-Z Axis
Facing Ratio

It also has Parameters for Bias and Gain to control the position and spread.

Here is a small test using it to drive the blender value of JS_BlendColors with
two file textures as colors.

http://pixero.thefreebizhost.com/stuff/berg.jpg


Enjoy! :)


www.sandstrom.on.to (http://www.sandstrom.on.to)exactly what I was waiting for!!!

Pixero
09-07-2004, 05:08 PM
I have upped a compiled version of Gonzalo Garramunos mrClasses v0.1.6 at my site including the exr shader. (Havent tried the exr shader though.)

Surface Shaders:
gg_ambientocclusion
gg_reflectionocclusion
gg_showinfo
gg_lambert
gg_pointcache_srf
gg_pfxhair
gg_skin

Displacement Shaders:
gg_rgbdisplacement
gg_pointcache_dsp

Geometry Shaders:
gg_geo_pfxhair

Texture Shaders:
gg_shaderstate_peek
gg_cellnoise
gg_vcellnoise
gg_perlin
gg_vperlin
gg_worley
gg_vworley
gg_parallaxbump
gg_tiff
gg_ctiff
gg_noise
gg_noises

Output Shaders:
gg_buffers
gg_exr

Lens Shaders:
gg_spherical

External shaders:
gg_velvet
gg_orennayar
gg_fakefur


Enjoy! :)


www.sandstrom.on.to (http://www.sandstrom.on.to/)

Jozvex
09-08-2004, 01:54 AM
Unfortunately they still cause Maya to refuse to render for me. :sad:

The 5 errors they cause on startup are:

LINK 0.0 error 191007: cannot load C:/Program Files/Alias/Maya6.0/mentalray/lib/exr_shader.dll, The specified module could not be found.

And then further down:

API 0.0 warn 302004: C:/Program Files/Alias/Maya6.0/mentalray/include/exr_shader.mi, line 12: while defining declaration "gg_exr": declaring nonexisting function gg_exr
API 0.0 warn 302004: C:/Program Files/Alias/Maya6.0/mentalray/include/mray_shaders.mi, line 409: while defining declaration "gg_tiff": declaring nonexisting function gg_tiff
API 0.0 warn 302004: C:/Program Files/Alias/Maya6.0/mentalray/include/mray_shaders.mi, line 445: while defining declaration "gg_ctiff": declaring nonexisting function gg_ctiff

All the files are in the right places, and the mrLibrary.dll is loaded before the other two in the rayrc file.

----------
EDIT: Well it seems to mainly be the exr shader having issues, if I comment that out of my rayrc file Mental Ray will render.
----------

Digidim
09-08-2004, 05:37 AM
...i got the same problem here jozvex...so keep your head up ;)

LINK 0.0 error 191007: cannot load C:/Program Files/Alias/Maya6.0/mentalray/lib/exr_shader.dll, The specified module could not be found.

dacct
09-08-2004, 06:29 AM
grafix - would you mind sharing a snap of your shading network + list the connections you made?

Am trying to understand how nodes such as samplerinfo, distancebetween, closestpointonsurface, etc. could be used in shading networks. Any good reference or tutorial out there?

thx.

Pixero
09-08-2004, 06:55 AM
Jozvex and Digidim:

This is so strange cause it renders fine for me. No errors here.
I get the two warnings for gg_tiff and gg_ctiff though but its working.
I tried the exr shader and it outputs a .exr file so I guess its working too.
Is there an external viewer for exr files by the way?

Since its working for me Im guessing it has to be the maya.rayrc that is different.
Any other suggestions?

Puppet|
09-08-2004, 07:09 AM
Jozvex and Digidim:

Are you sure that you have jpeg62.dll, libtiff3.dll and zlib1.dll?

Try download my version, it is already contain this libraries and same edited maya.rayrc:
http://www.puppet.cgtalk.ru/download/gg.rar
This is full version of mrclasses 0.1.6 compiled for P4

Jozvex
09-08-2004, 07:24 AM
Puppet|,

I searched my computer and found those three files, but they were in a GTK2.0 folder (for Gimp I think). I tried copying them to my Maya bin folder but it didn't help.

Where should I copy those files to? My system32 folder?

Thanks for trying to help! You too Pixero!

All the other gg shaders work fine if I don't load the exr one.

Puppet|
09-08-2004, 07:36 AM
Yes, you should copy it to System32 or any path specifyed in PATH system environment varieble.
Maybe try download my version of mrclasses. :)

Jozvex
09-08-2004, 08:24 AM
Nope, still no luck.

I downloaded your RAR file and extracted those files to my System32 folder. So now they're in two places (and the Maya 6 bin folder is in my PATH variable too).

I guess I'm just not cool enough for the exr format!

:scream:

Atwooki
09-08-2004, 08:39 AM
Same probs here.....have to try all your suggestions later today - thanks guys :)

Could some kind soul re-post their maya.rayrc file for me to compare???

Thanks in advance :)

Atwooki

Puppet|
09-08-2004, 08:50 AM
registry "{MAYABASE}" value "//server2/tools/tools_mr6" end registry

registry "{SYSTEM}" value "windows" end registry
registry "{DSO}" value "dll" end registry

$lookup "{MAYABASE}"
$lookup "{SYSTEM}"
$lookup "{DSO}"

registry "{MRLIB_START}"
link "{MAYABASE}/lib/mrLibrary.{DSO}"
echo "mrLibrary startup"
end registry

registry "{AURA_START}"
mi "{MAYABASE}/include/mray_shaders.mi"
link "{MAYABASE}/lib/mray_shaders.{DSO}"
mi "{MAYABASE}/include/exr_shader.mi"
link "{MAYABASE}/lib/exr_shader.{DSO}"
echo "mental ray for Maya - Aura startup done"
end registry

registry "{PD_START}"
link "{MAYABASE}/lib/z.{DSO}"
link "{MAYABASE}/lib/Dirtmap.{DSO}"
link "{MAYABASE}/lib/buffer_writer.{DSO}"
link "{MAYABASE}/lib/md_subScatter.{DSO}"
link "{MAYABASE}/lib/Diffusion.{DSO}"
link "{MAYABASE}/lib/motionblur.{DSO}"
link "{MAYABASE}/lib/shaders_p.{DSO}"
link "{MAYABASE}/lib/md_rayDiffuse.{DSO}"
mi "{MAYABASE}/include/z.mi"
mi "{MAYABASE}/include/Dirtmap.mi"
mi "{MAYABASE}/include/buffer_writer.mi"
mi "{MAYABASE}/include/md_subScatter.mi"
mi "{MAYABASE}/include/Diffusion.mi"
mi "{MAYABASE}/include/motionblur.mi"
mi "{MAYABASE}/include/shaders_p.mi"
mi "{MAYABASE}/include/md_rayDiffuse.mi"
end registry

registry "{MRMAYA_START}"
link "{MAYABASE}/lib/base.{DSO}"
link "{MAYABASE}/lib/physics.{DSO}"
link "{MAYABASE}/lib/mayabase.{DSO}"
link "{MAYABASE}/lib/contour.{DSO}"
mi "{MAYABASE}/include/mayabase.mi"
mi "{MAYABASE}/include/base.mi"
mi "{MAYABASE}/include/physics.mi"
mi "{MAYABASE}/include/contour.mi"
echo "mental ray for maya - startup done"
end registry

$lookup "{MRLIB_START}"
$lookup "{MRMAYA_START}"
$lookup "{AURA_START}"
$lookup "{PD_START}"

Jozvex
09-08-2004, 09:19 AM
Here's mine too:

registry "{MAYABASE}" value "C:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{AUX_LIBS}" value "C:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{PD_START}" value "C:/Program Files/Alias/Maya6.0/mentalray" end registry

registry "{SYSTEM}" value "windows" end registry
registry "{DSO}" value "dll" end registry

$lookup "{MAYABASE}"
$lookup "{SYSTEM}"
$lookup "{DSO}"

#############################################################
# List all auxiliary libraries here...
#############################################################

registry "{MRLIB_START}"
link "{AUX_LIBS}/lib/mrLibrary.{DSO}"
echo "mrLibrary - startup done"
end registry

#############################################################
# List all standard Maya shaders here...
#############################################################

registry "{MRMAYA_START}"
link "{MAYABASE}/lib/base.{DSO}"
link "{MAYABASE}/lib/mayabase.{DSO}"
link "{MAYABASE}/lib/physics.{DSO}"
link "{MAYABASE}/lib/contour.{DSO}"
mi "{MAYABASE}/include/base.mi"
mi "{MAYABASE}/include/mayabase.mi"
mi "{MAYABASE}/include/physics.mi"
mi "{MAYABASE}/include/contour.mi"
echo "mental ray for Maya - startup done"
end registry

################################################## ###########
# List all Public Domain shaders here...
################################################## ###########

registry "{PD_START}"
link "{MAYABASE}/lib/mray_shaders.{DSO}"
link "{MAYABASE}/lib/exr_shader.{DSO}"
link "{MAYABASE}/lib/lume.{DSO}"
link "{MAYABASE}/lib/Diffusion.{DSO}"
link "{MAYABASE}/lib/Dirtmap.{DSO}"
link "{MAYABASE}/lib/Diffraction.{DSO}"
link "{MAYABASE}/lib/RayType.{DSO}"
link "{MAYABASE}/lib/Whirly.{DSO}"
link "{MAYABASE}/lib/KA_NoiseRGB.{DSO}"
link "{MAYABASE}/lib/KA_TurbulenceRGB.{DSO}"
link "{MAYABASE}/lib/oren_nayar.{DSO}"
link "{MAYABASE}/lib/toLight.{DSO}"
link "{MAYABASE}/lib/waterShader.{DSO}"
link "{MAYABASE}/lib/projectionShader.{DSO}"
link "{MAYABASE}/lib/muhHair.{DSO}"
link "{MAYABASE}/lib/bumpCombiner.{DSO}"
link "{MAYABASE}/lib/waterblue_drct_disp.{DSO}"
link "{MAYABASE}/lib/mix8layer.{DSO}"
link "{MAYABASE}/lib/skin_material.{DSO}"
link "{MAYABASE}/lib/show_values.{DSO}"
link "{MAYABASE}/lib/perlin2.{DSO}"
link "{MAYABASE}/lib/microstructure.{DSO}"
link "{MAYABASE}/lib/freckle.{DSO}"
link "{MAYABASE}/lib/skin.{DSO}"
link "{MAYABASE}/lib/show_edges.{DSO}"
link "{MAYABASE}/lib/perlin.{DSO}"
link "{MAYABASE}/lib/mandel.{DSO}"
link "{MAYABASE}/lib/black_points.{DSO}"
link "{MAYABASE}/lib/subsurface.{DSO}"
link "{MAYABASE}/lib/MR_colorUtils.{DSO}"
link "{MAYABASE}/lib/MR_hairSystem.{DSO}"
link "{MAYABASE}/lib/MR_pfxBrush.{DSO}"
link "{MAYABASE}/lib/lm_2DMV.{DSO}"
link "{MAYABASE}/lib/JS_DistanceBetween.{DSO}"
link "{MAYABASE}/lib/JS_Incidence.{DSO}"
link "{MAYABASE}/lib/JS_FacingRatio.{DSO}"
link "{MAYABASE}/lib/mr_gooch.{DSO}"
mi "{MAYABASE}/include/mray_shaders.mi"
mi "{MAYABASE}/include/exr_shader.mi"
mi "{MAYABASE}/include/lume.mi"
mi "{MAYABASE}/include/Diffusion.mi"
mi "{MAYABASE}/include/Dirtmap.mi"
mi "{MAYABASE}/include/Diffraction.mi"
mi "{MAYABASE}/include/RayType.mi"
mi "{MAYABASE}/include/Whirly.mi"
mi "{MAYABASE}/include/KA_NoiseRGB.mi"
mi "{MAYABASE}/include/KA_TurbulenceRGB.mi"
mi "{MAYABASE}/include/oren_nayar.mi"
mi "{MAYABASE}/include/toLight.mi"
mi "{MAYABASE}/include/waterShader.mi"
mi "{MAYABASE}/include/projectionShader.mi"
mi "{MAYABASE}/include/muhHair.mi"
mi "{MAYABASE}/include/bumpCombiner.mi"
mi "{MAYABASE}/include/waterblue_drct_disp.mi"
mi "{MAYABASE}/include/mix8layer.mi"
mi "{MAYABASE}/include/skin_material.mi"
mi "{MAYABASE}/include/show_values.mi"
mi "{MAYABASE}/include/perlin2.mi"
mi "{MAYABASE}/include/microstructure.mi"
mi "{MAYABASE}/include/freckle.mi"
mi "{MAYABASE}/include/skin.mi"
mi "{MAYABASE}/include/show_edges.mi"
mi "{MAYABASE}/include/perlin.mi"
mi "{MAYABASE}/include/mandel.mi"
mi "{MAYABASE}/include/black_points.mi"
mi "{MAYABASE}/include/subsurface.mi"
mi "{MAYABASE}/include/MR_colorUtils.mi"
mi "{MAYABASE}/include/MR_hairSystem.mi"
mi "{MAYABASE}/include/MR_pfxBrush.mi"
mi "{MAYABASE}/include/lm_2DMV.mi"
mi "{MAYABASE}/include/JS_DistanceBetween.mi"
mi "{MAYABASE}/include/JS_Incidence.mi"
mi "{MAYABASE}/include/JS_FacingRatio.mi"
mi "{MAYABASE}/include/mr_gooch.mi"
echo "mental ray custom shaders - startup done"
end registry

##############################################
# LOAD ALL THE STUFF IN THE RIGHT ORDER HERE
##############################################

$lookup "{MRLIB_START}"
$lookup "{MRMAYA_START}"
$lookup "{PD_START}"

Atwooki
09-08-2004, 01:11 PM
Hey, thanks Puppet| and Joz :) :thumbsup:

Looks like I'll have to try Puppet|s way, as my file looks identical to Joz's, bar the fact I've taken 'LUME TOOLS' out... :shrug:

Thanks for sharing ----- get there in the end!

Atwooki

grafix
09-09-2004, 10:01 AM
grafix - would you mind sharing a snap of your shading network + list the connections you made?

Am trying to understand how nodes such as samplerinfo, distancebetween, closestpointonsurface, etc. could be used in shading networks. Any good reference or tutorial out there?

thx.Dacct,
sorry, somehow I didn't see your message, but here you go:

The shading network

http://img73.exs.cx/img73/4142/Screen01.jpg

Since I see no easy way to list all connections and parameters I created or changed: here is also the scenefile (let me know it the link works for you). You will need also some HDRI image to light the scene (The original is copyrighted and over 20 MB). Just replace the file in the mentalray IBL node.

http://us.f2.yahoofs.com/bc/414027b9_1f72/bc/uploads/star.mb?bfUxCQBBwGxY9W5v

For tutorials look at http://www.learningmaya.com (http://www.learningmaya.com/). There is also a new tutorial about shading networks and the use of expressions therein. Very informative!

Ciao, Grafix

dacct
09-09-2004, 11:02 AM
Cool, thx a lot grafix!

The file loaded ok. I'll take a closer look at all this when I get some time (have two projects to finish by this weekend).

wolverine
09-11-2004, 12:27 AM
..... This is full version of mrclasses 0.1.6 compiled for P4Are these dll's compiled specifically for Intel maybe ? Cause I got an AMD and I can't get either of them to work. (See the first error line)

LINK 0.0 error 191007: cannot load C:/Graphics/AW/Maya6.0/mentalray/lib/mrLibrary.dll, unknown error code -1073741795, check Win32 manual
LINK 0.0 error 191007: cannot load C:/Graphics/AW/Maya6.0/mentalray/lib/mray_shaders.dll, The specified module could not be found.
LINK 0.0 error 191007: cannot load C:/Graphics/AW/Maya6.0/mentalray/lib/exr_shader.dll, The specified module could not be found.

Cheers,
Gino

Puppet|
09-11-2004, 07:21 AM
Hm... I compiled it with MSVC++ (2003)(without Intel Compiler)
Optimize for Pocessor Pentium 4 and Above (/G7)
I did't test this shaders on AMD but it should be work.

lazzhar
09-11-2004, 11:55 AM
Same problem here too.

Puppet|
09-11-2004, 02:14 PM
Try to this one:
http://www.puppet.cgtalk.ru/download/GG_dll_AMD.rar

Osaires
09-11-2004, 02:41 PM
the exr_shader.dll sims to work, mentalray no longer output any error messages, but the two other dll files didn't work. So i use the two other dll's from pixeros gg compile.

ok this is the third edit of this post and i finaly got the geo shader to work so this is what i did

select the painteffect you want to render
and use this command exported to export it to a file pfxstrokes -sl -pc -fn "c:/pfxfile.0.hair";
0 is the frame so if your at frame 10 you need to export fram 10 too "c:/pfxfile.10.hair"
inn the geo shader just fill inn c:\pfxfile and hit render

wolverine
09-11-2004, 08:57 PM
Try to this one:
http://www.puppet.cgtalk.ru/download/GG_dll_AMD.rarThanks for going through all the trouble..
It's still not working though :sad: All 3 .dll's error out.
This thing is extremely picky. My rayrc file is almost as long as Jozvex's but for the sake of testing I removed all the 3rd party files from the directories and the 3rd party shader tags from the .raycs file (excluding the exr, mrayshader, and mrlibrary ofzo) and no go.. I get the same error as stated in my previous message.

LINK 0.0 error 191007: cannot load C:/Graphics/AW/Maya6.0/mentalray/lib/mrLibrary.dll, unknown error code -1073741795, check Win32 manual
Would be nice to know what that error meant though..

Cheers,
Gino.

zkanal
09-12-2004, 10:09 AM
For everyone getting afraid of trying, don't. It works great here :)

Jozvex
09-12-2004, 10:54 PM
Puppet|!! The new AMD dll works for me! Or at least it loads and doesn't prevent Maya from rendering.

My computer is an AMD Athlon XP 1800+. Good work, that was the problem for me.

:thumbsup:

Puppet|
09-13-2004, 11:43 AM
Don't use AMD and you'll never have a problem :)

pixelmonk
09-14-2004, 09:58 PM
Don't use AMD and you'll never have a problem :)
and pay more for less? not the smartest on the block.

pixelmonk
09-14-2004, 11:59 PM
I did a quick test to see if I could connect the Incidence node to a bump map and it worked out pretty well. Hopefully the images upload ok. One is of the shading nodes and I moused over the bump area to show what it's connected to. The other is of the crappy mountain I did as a test.

:)

arjan_meerten
09-15-2004, 11:11 AM
Thanx a lot for these great shaders
I have a problem with the exr shader. when I batch render with the exrshader as a output shader connected to the camera, I get these errors;
// Error: Object not found: gg_exrCompression //
// Error: Object not found: gg_exrPixelType //
Maybe somebody can help me with this?

tnx

Arjan

lazzhar
09-15-2004, 11:32 AM
>Don't use AMD and you'll never have a problem

I'm using and Intel P4 and I got that error. Maybe I have to try again, it seems I did a mistake somewhere.

mthemelis
09-15-2004, 11:48 AM
It works ok on my amd.


thanks again for the shaders guys!

wolverine
09-16-2004, 08:53 AM
Jozvex,
How does your .raycs look now ?
Did you change it anyway than what you posted earlier ?
Changed shader order maybe ?

Cheers,
Gino.

Jozvex
09-16-2004, 09:06 AM
No I didn't change anything wolverine, I just downloaded the AMD dll files and replaced them.

:hmm:

shserge
09-16-2004, 11:36 AM
Just thanks for dark tree for maya! Good page :thumbsup:

Pixero
09-16-2004, 05:56 PM
Ive been asked to make a 20 layer version of Francesca Luces mix8layer.
Now mix20layer is at my page.

www.sandstrom.on.to (http://www.sandstrom.on.to/)

Enjoy! :)

popol
09-16-2004, 06:05 PM
whooo pixero thanks for this great one

(and thanks again to francesca :thumbsup: )

Osaires
09-17-2004, 11:01 PM
anyone tested the gg shaders, like the velvet shader or the fake fur it's great shaders but i have problem get them to work with gi, where there is no direct illumination the shader turns black.

Got any idea?

Pixero
09-22-2004, 09:46 PM
Two more shaders added:

JS_Scalar_to_Color
Turns a scalar input into a color output.

JS_RampDriven
A ramp shader with three modes: U ramp, V ramp and Driven Ramp.
Use a texture or shader to drive the coordinate input value of the shader.


Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

Atwooki
09-22-2004, 10:31 PM
Nice one (or two!), Pixero :thumbsup:
Doing us all a wonderful service here, and greatly appreciated - thanks again!

Atwooki

Powell
09-23-2004, 04:25 AM
Those of you having trouble getting the shaders to render, make sure you have the 'msvcr70.dll' in your system32 directory. Adding that to my system made them work. :shrug: :shrug:

dynamic duotone
09-23-2004, 01:30 PM
I have been having trouble getting some of these shaders to work, especially Mix8Layer, Dirtmap, and a couple others on MAC. I saw that Powell had written that PC users needed to make sure they had 'msvcr70.dll' - is there a Mac equivelant that might help us lonely mac users out there? This might be our problem over here too...

Pixero - is there any way you could get a Mac version for Mix20Layer?

Thanks
DD

particle123
09-23-2004, 03:36 PM
anyone tested the gg shaders, like the velvet shader or the fake fur it's great shaders but i have problem get them to work with gi, where there is no direct illumination the shader turns black.

Got any idea?
Osaires,
Those shaders don't account for indirect illumination. They were built only to test/debug mrclasses and, in a way, to show how easy it is to code shaders using the library. Anyway, it's quite easy to support indirect illumination and I'll update the shaders as soon as I can, so that Gonzalo may include them in his next release (sorry about that).

BTW, I encourage anyone who's programming mental ray shaders to look into Gonzalo's *great* stuff. There's a lot to learn from his code and there's some really handy classes on the library. If you haven't yet, check it out:

https://sourceforge.net/project/showfiles.php?group_id=100649

Miguel.

Pixero
09-23-2004, 04:10 PM
Dynamic duotone, I dont have a mac any more. Sold my old Powerbook some months ago.
Onlooker has helped me compile for OSX before. Ill send it to him and well see.

dynamic duotone
09-23-2004, 04:32 PM
Cool, thanks for making the effort.

DD

Pixero
10-07-2004, 09:38 PM
Three more shaders added:

JS_VectorMath_Scalar
JS_VectorMath_Vector
JS_VectorState


Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

razorback
10-07-2004, 09:44 PM
is there a repository of the latest versions of all the shaders the nice people here at CGTalk >> Maya have created/ripped/modified ? I sometimes come across errors in installed mr shaders, which very likely have something to do with versions/dependancies, coz i probably forgot to update some of the other shaders on different machines on the network...

would be great if someone did. :) *cross fingers*

razorback
10-17-2004, 11:20 AM
First of all, much thanks pixero for all the great shaders ...

Ok, im actually testing some of your MR ports of the maya utilities, namely
1. JS_Ramp
2. JS_MultiplyDivide
3. JS_DistanceBetween
4. JS_Reverse
5. JS_SetRange
6. JS_FacingRatio

Just a comment, small thing tho', but would be great if you could put all your maya util ports in a single file, like how the gg shaders are done. i'm just saying this coz i have to update all the machines on the farm when i install stuff... i mean all this if you have the time tho'.

im sure i speak for alot of ppl here, your effort is much appriciated.. !

MunCHeR
10-17-2004, 01:47 PM
If you wanna update several machines, just update one machine, test your shaders then copy the mental ray folder and any scripts in your scripts folder that are needed to your new machines, though you probably did that already.

MunCH

razorback
10-17-2004, 01:55 PM
Have tried that before, but the're some issues with the way my network is setup that stop me from doing that... well i actually dont have permissions to do certain things, like overwrite existing files etc.

Will just have to wait till i can convince the administrator that i wont nuke the network. Hehehe

Osaires
10-17-2004, 11:27 PM
Hi i'm plaing around with the gg_geo_pfxhair shader, and it works realy good.

i only got one problem.

first of all i din't get the gg_cachePFXHair.mel script to work so i made my own.
it basicly just output all the painteffects to a file, one per frame.
it works good when i render it inn maya, but when i batch render, the geo shader only renders frame 1 (it always get the pfx data frome the same file, the frame 1 file)
i gues it because the geo shader get's the frame frome the timeline.

anyone got a solution to this?

edit:

that's realy strange it works now, it's just so typical, when i ask somone it always works out 5 min later, strange. anyway if anyone else get this problem it would be nice to find out why it happens.

edit2:

i found a solution, seams like the mentalray only reads the hair files if the placeholder is animated or is changing, so set key frame at frame 1 and move it somthing like 0.000001 unit and set a key at your lats frame .
btw. anyone know how to use the gg script?

johnwheez
10-18-2004, 03:56 AM
Hi,

I'm trying to use muh_hair shader for maya 6 with mental ray. Am i supposed to use this on a maya fur object or is it bewst used on instanced gemoetry to simulate hairs/fur??

Thanx for any tips..

JW

Pixero
10-18-2004, 08:04 AM
johnweez: The MuhHair shader is a material shader originally for XSI and should be used with fur.
Fur in Maya now uses mental ray's hair primitive but sadly muhHair cant really be connected to fur in Maya since Maya fur dont have a shading group node with slots for MR shaders. :sad:
Jozvex found a way of using it in this thread, http://www.cgtalk.com/showpost.php?p=1427391&postcount=11
but thats merely getting the color of it. Good for trying it out but not using its full potential and speed. Its really sad that you cant connect custom MR shaders to fur in Maya yet. (At least not that I know.)
Ive even been trying to hack some melscripts to make it work but no luck.
I also really wonder why they ship Maya with the mib_illum_hair shader if theres no way of connecting it it?
Anyone?

spurv
10-18-2004, 08:55 AM
Hi there people!

This is my first time here. Thankyou for all your help!!! (cool work pixero)

I have a question here:

I was trying to make the skin tut in www.sandstrom.on.to (http://www.sandstrom.on.to), but i cant find Diffusion shader's mi file, i found the dll but no mi. (sorry, im starting)

tks

Lymmen
10-18-2004, 09:29 AM
Hi,

Could anyone post some pictures of gg_fakefur. I'm trying to convert it to xsi but i seams to require maya unlimited. I'm getting these artifacts as seen below with xsi.

http://lymmen.mine.nu/b/fakefur2.jpg

Pixero
10-18-2004, 09:44 AM
This is the gg_fakefur shader with default settings. There are some black pixels near the edge of the object. Could be a bug in the shader.

Pixero
10-18-2004, 12:36 PM
spurv: A link to the maya files for diffusion are at the bottom of the first post in this thread: http://www.cgtalk.com/showpost.php?p=1339539&postcount=1

spurv
10-18-2004, 01:06 PM
tks pixero!!:thumbsup:

spurv
10-18-2004, 01:19 PM
How can i get the Siggraph 2004 MR masterclass shaders?

spurv
10-18-2004, 01:34 PM
Pixero, thar SSS shader dont work with FG?

particle123
10-19-2004, 12:20 AM
Could anyone post some pictures of gg_fakefur. I'm trying to convert it to xsi but i seams to require maya unlimited. I'm getting these artifacts as seen below with xsi.

Lymen,
In that version, the hair tangents are not imported from the Maya Unlimited fur files. Instead, the shader uses a simple hack: it randomizes the hair tangents with high frequency noise (breaks up the specular), and that's probably what's giving you those artifacts (I only tested it in a simple nurbs sphere).

This is the gg_fakefur shader with default settings. There are some black pixels near the edge of the object. Could be a bug in the shader.
Hum... it's probably a color overflow issue. I'll check it out and post the shader source with the corrections.

Miguel.

particle123
10-19-2004, 01:54 AM
I've just updated gg_fakefur (color overflow bug fix). You can get the new source file here:
http://www.klipze.com/miguel/gg_fakefur.cpp

You can also check out the original lighting test here:
http://www.klipze.com/miguel/fakefur.mov

Miguel.

PS: I'm also sending the source file to Gonzalo so that he may include it in his next mrClasses release.

Pixero
10-19-2004, 08:41 AM
Miguel, Have you changed something else in the fakefur shader? Ive tested it and got this result with default settings. Doesnt look like the old version at all??!
And there also still is a black dot. Could you PM me or email me so we can work this out before I release an update.

chocobo2k
10-19-2004, 09:25 AM
Pixero when Maya loads whirley I got this in the output:
// parsing F:/Program Files/Alias/Maya6.0/mentalray/include/Whirly.mi
// error (line 17): parse error

I can still use it though, just to tell you this http://cgtalk.com/images/smilies/smile.gif
If you have time have a look at it

particle123
10-19-2004, 10:28 AM
Miguel, Have you changed something else in the fakefur shader? Ive tested it and got this result with default settings. Doesnt look like the old version at all??!
And there also still is a black dot. Could you PM me or email me so we can work this out before I release an update.
Oops!
I also changed the way the shader calculates the hair tangent vector. So, instead of using state->bump_x_list[0] as a base, I'm now using dPdst() from the library. Yesterday, It seemed like a good idea, but it's not...

Sorry guys, I'm in a middle of a production... not enough sleep.

Pixero, I'll contact you when I have more time so that we can release a more robust shader.
Miguel.

Pixero
10-19-2004, 02:21 PM
Pixero when Maya loads whirley I got this in the output:
// parsing F:/Program Files/Alias/Maya6.0/mentalray/include/Whirly.mi
// error (line 17): parse error

I can still use it though, just to tell you this http://cgtalk.com/images/smilies/smile.gif
If you have time have a look at it


Chocobo2k: I dont get that error. Maybe you have missed something in the maya.rayrc?

chocobo2k
10-19-2004, 02:54 PM
Hi Pixero: I have redownloaded whirly from your website and overwrite the prevois version and I used the original .rayrc file with nothing in it but Whirly and I even gone further to cut paste the downloaded shader into another directory so mentalray cannot find them except for base,mayabase,physics and contour LIBs and here is the maya output immediatley after loading.

file -f -new;
// Result: ./untitled //
docServer(1);
// mental ray for Maya 6
// mental ray for Maya: using startup file F:/Program Files/Alias/Maya6.0/mentalray/maya.rayrc
// mental ray for Maya: setup
// mental ray for Maya: initialize
// mental ray for Maya: using 1 license
// mental ray for Maya: register extensions
// mental ray Node Factory: loaded
// generating nodes ...
// parsing F:/Program Files/Alias/Maya6.0/mentalray/include/base.mi
// generating nodes ...
// parsing F:/Program Files/Alias/Maya6.0/mentalray/include/contour.mi
// generating nodes ...
// parsing F:/Program Files/Alias/Maya6.0/mentalray/include/physics.mi
// generating nodes ...
// parsing F:/Program Files/Alias/Maya6.0/mentalray/include/Whirly.mi
// error (line 17): parse error
// Warning: (Mayatomr.Nodes) : Node "Whirly" has no ID, assigning a temporary ID. Scene should be saved as .ma (ASCII). //
// mental ray for Maya: successfully registered
updateRendererUI;


My Modififed Rayrc is this:
#*****************************************************************************
# Copyright 1986-2003 by mental images GmbH & Co.KG, Fasanenstr. 81, D-10623
# Berlin, Germany. All rights reserved.
#*****************************************************************************
# Evaluated at startup time of the plug-in to fill the mental ray registry.
#*****************************************************************************/

registry "{MAYABASE}" value "F:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{SYSTEM}" value "windows" end registry
registry "{DSO}" value "dll" end registry

$lookup "{MAYABASE}"
$lookup "{SYSTEM}"
$lookup "{DSO}"


#############################################################
# List all Maya shaders here...
#############################################################

registry "{MRMAYA_START}"
link "{MAYABASE}/lib/base.{DSO}"
link "{MAYABASE}/lib/physics.{DSO}"
link "{MAYABASE}/lib/mayabase.{DSO}"
link "{MAYABASE}/lib/contour.{DSO}"
link "{MAYABASE}/lib/Whirly.{DSO}"

mi "{MAYABASE}/include/mayabase.mi"
mi "{MAYABASE}/include/base.mi"
mi "{MAYABASE}/include/physics.mi"
mi "{MAYABASE}/include/contour.mi"
mi "{MAYABASE}/include/Whirly.mi"

echo "mental ray for Maya - startup done"
end registry


##############################################
# LOAD ALL THE STUFF IN THE RIGHT ORDER HERE
##############################################

$lookup "{MRMAYA_START}"


I hope you try to download the whirly.zip from your website and test it again and btw I am using Maya 6.01 . Thanks for you time:thumbsup:

Pixero
10-19-2004, 03:02 PM
Chocobo2k: Oops, sorry! :blush:
I had an older version of the mi file on my site than I was using.
Ive uploaded the new one.

dynamic duotone
10-19-2004, 05:14 PM
Hey Pixero,

Did you have any luck in getting someone to convert the Mix20Layer over to Mac? Just wanted to check back.

Thanks
DD

Pixero
10-19-2004, 05:40 PM
Dynamic duotone: I mailed it to Onlooker but havent heard anything. :shrug:

particle123
10-19-2004, 07:06 PM
Hi!

I just want to let you know that Gonzalo was kind enough to fix the bug on the gg_fakefur shader. The corrected version will be available on his next release of mrClasses, v.0.1.7, and I think Pixero will post the updated dll in his website soon.
Miguel.

Pixero
10-20-2004, 04:52 PM
My new compiled version of mrClasses is now on my site. It includes updated versions of
gg_fakefur, gg_velvet, gg_skin, gg_orennayar. They now also work with global illumination.


Ive also added my modified mi file and my icons and melscripts for the DarkTree mentalRay (tiwdtemental) plugin.

Enjoy! :)


www.sandstrom.on.to (http://www.sandstrom.on.to/)

Lymmen
10-20-2004, 05:40 PM
Im still having the same problem as before with the fakefur in xsi as you can see here in the picture, with the default settings. I cant find anyting that i have might be done wrong in the conversion from the mi to the spdl format that xsi uses. Jan could you send me the source of the lastest version? to lymmen@warcrafters.se
http://lymmen.mine.nu/b/fakefur3.jpg

Best regards
Lymmen

Pixero
10-27-2004, 09:48 AM
I have added my Maya files for Andy Hayes Voronoi MR texture shader.

http://pixero.thefreebizhost.com/bilder/pics/voronoi1.jpg http://pixero.thefreebizhost.com/bilder/pics/voronoi2.jpg http://pixero.thefreebizhost.com/bilder/pics/voronoi3.jpg http://pixero.thefreebizhost.com/bilder/pics/voronoi4.jpg


Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to/)

ush
10-28-2004, 07:19 AM
Thank you very much Pixero,sharing us great shaders.:)
I'll try these.

Pixero
11-01-2004, 05:27 PM
I have added a gamma adjust shader.

JS_Gamma


Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

floze
11-02-2004, 06:09 PM
Is there (or will there) be a way to plug a mentalrayTexture node into your shaders? I really like elliptical filtering and was wondering if this is possible.

PS: Thx for sharing this great shaders. :)

Pixero
11-02-2004, 07:08 PM
floze: Cant you just plug a mib texture lookup into the color input of my shader?

Pixero
11-02-2004, 08:04 PM
Added JS_Contrast. Two shaders in one!

A texture shader JS_Contrast and a output shader JS_ContrastOut.

Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

floze
11-02-2004, 08:40 PM
floze: Cant you just plug a mib texture lookup into the color input of my shader?
Works great! Thx! I was playing around with your shaders and some phenomena like dgsbump. The texture lookups were geared into the phen. and I simply did the wrong connections. It also works great with mib_passthrough_bump_map. Thx again! :thumbsup:

Osaires
11-09-2004, 01:02 PM
I just got an ide but i'm sure it stopid so pleas don't kill me.

Well the diffuse reflection donesn't realy reflect anything other than the lights inn the sceen, but would it be great to have a diffuse reflection that reflects the environment inn a diffuse manner, you will get colour bleeding for free and image based ligting

what do you think, can it be done or is it just stopid?

floze
11-09-2004, 02:42 PM
Well, welcome to the family Osaires. :D
Check out this (http://www.highend3d.com/boards/showflat.php?Cat=1,2&Board=MayaMR&Number=158994&page=0&view=collapsed&sb=5&o=0&fpart=) thread on highend3d.com and learn about physical correct shading with diffuse, glossy and specular reflection in mental ray.

Pixero
11-11-2004, 12:36 PM
Added JS_Oneside. A MR shader that lets you choose which side to render. Normal or Inverted Normal.
It needs MR 3.3 or later.

Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to/)

Pixero
11-11-2004, 03:44 PM
Added Maya files for using Binary Alchemys MR shader collection 7 in Maya.

Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

leuey
11-11-2004, 07:58 PM
Pixero - thanks for the fantastic resource. I'm my MR shader library on your site. FYI the link is wrong for binaryalchemy (goes to andymator).

best,

Greg



Added Maya files for using Binary Alchemys MR shader collection 7 in Maya.

Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to/)

Pixero
11-11-2004, 08:05 PM
Link Fixed. Sorry I was in a hurry. :blush:

Jozvex
11-11-2004, 09:06 PM
Ooh thanks Pixero those Binary Alchemy shaders look nice.

I really hope that Maya 6.5 (or whatever) can preview Mental Ray shaders in some way without having to render, because it would make using MR texture shaders much more intuitive and interactive.

Though I suppose we do have IPR at least.

Pixero
11-16-2004, 11:01 PM
Jozvex: Yes I agree. In max you get a preview so I guess its doable.
Maybe someone could write a plugin for Maya that would implement this?

Oh, almost forgot. I have added a new MR shader. ;)

JS_SurfaceLuminance

A surface luminance shader that lets you choose which lights should be included in the calculation.

Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

boyjian
11-16-2004, 11:17 PM
Excellent stuff! perfect! my eyes is busy!!

Atwooki
11-16-2004, 11:40 PM
Hey, Pixero: thanks for posting your JS_SurfaceLuminance - very handy :)

Atwooki

neutronic
11-17-2004, 02:26 AM
dude why are you going to rebuid half of the already buildin maya shaders ???! :scream:

n

Jozvex
11-17-2004, 02:47 AM
Hehe, he's making Mental Ray specific versions so that people can use them as part of their own custom phenomenons.....phenomenii? Err whatever. A Mental Ray phenomenon being like a mega shader comprised of a whole network of shaders that do specific things.

Plus he's probably just getting good practice.

;)

Pixero
11-17-2004, 08:46 AM
neutronic: As Jozvex said. They are made to work in phenomenons.
(So start sharing your favourite phenomenons!)

Some maya shaders like Distance between dont seem to work with MR so I made JS_DistanceBetween. Others are just made to speed up rendering like the JS_Oneside.
Plus some of my shaders has features you dont find in the Maya shaders. Like the new JS_SurfaceLuminance where you can choose what lights to include.

Hopefully some will find them useful.
Just give me a job and Ill stop...he hee. :rolleyes:
Or support me through the donation button on my site.
(Which no one has done so far)

neutronic
11-17-2004, 12:41 PM
don't get me wrong. I was just asking..:).

another matter is that also the maya buildin could be used for phen.. isn't it ?!.
I use them all the time.. no problem at all.

btw keep the good work on. :thumbsup:

n

Pixero
11-25-2004, 07:46 AM
JS_Oneside updated to 1.02 fixed some issues with alpha channel.

Linux versions by Colin Strause of:
JS_Gamma
JS_Contrast
JS_Oneside

And .fti icons by Rina Strause for:
JS_Blend Colors
JS_Clamp
JS_Color_to_Vector
JS_Contrast
JS_DistanceBetween
JS_FacingRatio
JS_FlatColor
JS_Gamma
JS_Incidence
JS_Luminance
JS_MultiplyDivide
JS_Oneside
JS_PlusMinusAverage
JS_Ramp
JS_RampDriven
JS_Reverse
JS_Scalar_to_Color
JS_SetRange
JS_SurfaceLuminance
JS_Vector_to_Color
JS_Vector_to_Scalar
JS_VectorMath_Scalar
JS_VectorMath_Vector
JS_VectorState
JS_wrapmaterial

Enjoy! :)


www.sandstrom.on.to (http://www.sandstrom.on.to)

grafix
11-25-2004, 08:18 AM
Pixero, you are doing a really great job! Big Thanks !!
Just one request: could you make the .fti files available as a separate download, containing the whole collection ? Otherwise we'd have to re-download all your shader packs again ...

Thanks in advance

Pixero
11-25-2004, 08:31 AM
Link to just the ftis in the middle of MR shaders download page.

devdoka
11-25-2004, 01:59 PM
Hey Pixero,

I believe your fti.zip link is broken
if I click on it, i get a "this page is missing" page.

Nice work on your shaders by the way.
Bravo!


.

Pixero
11-25-2004, 02:09 PM
Sorry, now it should be working.
(Silly me, I forgot to upload the file.) :blush:

MasterZap
11-28-2004, 12:55 PM
phenomenons.....phenomenii? Err whatever
;)
Phenomena.

One Phenomenon.
Two Phenomena.
Three Phreneologists. No wait.... :thumbsup:

/Z

Atwooki
11-28-2004, 08:58 PM
Tehe!
Three Phreneologists. No wait.... :thumbsup: or:
Three Phrenologists. No wait.... :thumbsup:

A.

Jozvex
11-28-2004, 09:09 PM
Hehe. :) :)

lovisx
12-02-2004, 04:52 PM
any chance of getting a tangent space normal shader for mental ray for maya?

Pixero
12-11-2004, 09:00 PM
The Binary Alchemy MR shader collection updated to version 11.
Now including Linux versions.

Note that the particle texture coordinates (ba_pttxc) shader probably wont work as expected in Maya since it uses a parameter of type "texturespace" that to my knowledge is XSI specific.


Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to/)

Pixero
12-18-2004, 07:05 PM
I have added Maya files for Thomas Einarssons (Lymmen) raylenght_te MR shader.

Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

Oh, and I must apologise for all the ugly banners on my site.
I need to find a new host... :argh:

coocoo
12-20-2004, 09:28 PM
The Binary Alchemy MR shader collection updated to version 11.
Now including Linux versions.

I tried to install on Linux but failed in parsing...
Only BA_ClampRange_Col works. Any ideas??

// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/BA_ClampRange_Col.mi
// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/BA_ClampRange_Scl.mi
// Warning: (Mayatomr.Nodes) : Node "BA_ClampRange_Scl" not created. //
// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/BA_Fractal4D.mi
// Warning: (Mayatomr.Nodes) : Node "BA_Fractal4D" not created. //
// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/BA_Modulus_Scl.mi
// Warning: (Mayatomr.Nodes) : Node "BA_Modulus_Scl" not created. //
// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/BA_Oily_Specular.mi
// Warning: (Mayatomr.Nodes) : Node "BA_Oily_Specular" not created. //
// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/BA_RGB_Shadow.mi
// Warning: (Mayatomr.Nodes) : Node "BA_RGB_Shadow" not created. //
// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/BA_Raylength.mi
// Warning: (Mayatomr.Nodes) : Node "BA_Raylength" not created. //
// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/BA_VisBool.mi
// Warning: (Mayatomr.Nodes) : Node "BA_VisBool" not created. //
// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/BA_flat.mi
// Warning: (Mayatomr.Nodes) : Node "BA_flat" not created. //
// generating nodes ...
// parsing /usr/aw/maya6.0/mentalray/include/Ba_Cell3D.mi
// Warning: (Mayatomr.Nodes) : Node "Ba_Cell3D" not created. //

Apoclypse
12-21-2004, 12:09 AM
Its great to see that there are people creating mr shaders. Ironic that it took the maya community to create all these great shaders. The cool thing is that sometimes they can be easily ported to other packages.

BillSpradlin
12-21-2004, 12:21 AM
I don't really see the irony in it, it's more of the power of Maya and mental ray's ability to program whatever you need for the job. There's no way any software package will ever have a library of base shaders that you will be able to use for every situation, it's just not feasible. I'd much rather have the ability to program whatever I need to get the job done rather than be limited by a large library of shaders that may or may not work for the siutation.

J-Wicz
12-23-2004, 09:01 AM
Hi everyone

JS_OneSide could be a great help for interior shots in mental ray. Unfortunatly I ran into problems with reflections, when the camera view is going through a JS_OneSided shader.

I layouted a nice bug_report in photoshop that explains most of it, and will up the testfile too.

Screenshot with text (http://www.orangelab.de/tempphj/forumposts/js_onesided_bug.jpg)

Scene file maya6 (http://www.orangelab.de/tempphj/forumposts/mr_room_test_try03_01.mb)



This v1.02 of the shader downloaded on 22-12-2004. The artefacts also remain when using GI and FG

I'm running Maya 6.0.0 on a win2000


Thanks for this great shader-ressource on sandstrom site!

floze
01-23-2005, 05:07 PM
Is there a way to get this shading network into a mr phenomenon?

http://www.headus.com/au/samples/norm-MR/

It's because normal maps rock!

J-Wicz
01-24-2005, 05:29 AM
Hi everyone
replying to my own post
http://www.cgtalk.com/showthread.php?p=1835138#post1835138


JS_OneSide could be a great help for interior shots in mental ray. Unfortunatly I ran into problems with reflections, when the camera view is going through a JS_OneSided shader.


A workaround for this is to plug-in a mib_twosided (maybe you need to swap the colours) in the transparency of a standard maya lambert. And now you can look/render through a wall, which will still take part in reflection / gi / fg / colourbleeding inside the room. So no need to create unnatural deep rooms.

Though it's not working with mr shaders e.g. dgs (for me).

cheers
Philipp

Pixero
01-24-2005, 07:19 PM
Ive added maya files for Binary Iris Thickness shader.

Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

slipknot66
01-26-2005, 06:08 PM
Obrigado=Thank You Pixero! :thumbsup:

dagon1978
01-26-2005, 10:12 PM
Ive added maya files for Binary Iris Thickness shader.

Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

grazieeeeeeeeeeee
ops :p
thanx ;)

mat

grafix
01-27-2005, 08:55 AM
非常感谢

:D

slipknot66
01-27-2005, 11:09 AM
...lol grafix...what language is that?!? :cool:

grafix
01-27-2005, 11:40 AM
That means extremely grateful, very thankful written in traditional chinese...

[ fēi chng gǎn xi ]


But I'm afraid we are going off topic here... ;)

Pixero
02-04-2005, 06:43 AM
Linux version of JS_SurfaceLuminance added.
Thanks to Colin Strause and Martin Leguizamon.

www.sandstrom.on.to (http://www.sandstrom.on.to)

Ionex
02-09-2005, 12:23 AM
Can someone explain to me the correct connections for the Cell3D node from Binary Alchemy Shader Collection? All it does for me is crash.

Using 6.5

Thanks

Jackdeth
02-09-2005, 12:54 AM
Check to see if its been re-compiled. A 6.01 shader won't work in 6.5.

Pixero
02-10-2005, 07:32 PM
Dcon: I will look into the problem with the BA_cell3d shader. Hopfully fixing it soon.

I have updated my JS_Incidence to version 1.1 and added Object space, World space, Camera space and Custom vector. Hopefully it will be more useful now.
Windows and Linux version.

I have also added JS_Switch. Three simple boolean switch shaders for color, scalar and vector.

Enjoy! :)

www.sandstrom.on.to (http://www.sandstrom.on.to)

Pixero
02-10-2005, 08:18 PM
Dcon: Ive updated the Maya files for BA shaderpack 11.2. It should work now.

Ionex
02-10-2005, 09:35 PM
Thanks Pixero thats awesome. I will grab that and give them a shot tonight. :)

J-Wicz
02-11-2005, 04:21 AM
Hi Pixero

I have a question about your switch shader.

I have the following usecase:
I want to use the JS_switch_scalar to change the MR contour width in a shading group (for different compositing passes).
Unfortunaly I always get a 0.000 for the width when I plug in the JS_Switch even though it carries diffrent values (like 1.000 and 2.000).

For testing/debugging I connected the JS_Switch_scalar into the Maya Glow Intensity of a Lambert to see if it's working how expected and it does.

So is it
1.) a possible bug in the JS_Switch?
2.) can mental ray shaders NOT be used for driving a shading group value?
3.) or did I set it up incorrect?

Thank you very much for this shader! It's also very handy to use it for preview renderings, when you want to render things fast and later want to(JS_)switch back to your production settings.

cheers Philipp

Pixero
02-11-2005, 10:37 AM
J-Wicz: Could you post an example scene with the problem?
I dont think its a bug in the shader since its so simple. :rolleyes:

J-Wicz
02-11-2005, 11:16 AM
hi here a scene file

http://www.orangelab.de/tempphj/forumposts/js_switch_01.mb
(Maya60 file, but the same seem to be true in Maya65)

the green shader network is just reference to see if contour rendering is working at all
the red shader network is connected to js_switch

cheers
Philipp

elvis75k
02-11-2005, 01:05 PM
what is the matter of convert scalar to color and viseversa?? Why all need to convert scalar to color and what mean scalar?

Pixero
02-11-2005, 01:39 PM
Elvis75k:
Short answer is: If you dont need them dont use them. ;)

Long answer is:
Color are R, G and B channels.
Vector are X, Y and Z channels.
Scalar is only one channel (like grayscale).
Bump only uses one channel. Try connecting a MR color shader to bump and youll see...

Actually there are lots of times youd want to go from color to scalar or to vector.
Here are a two quick examples:

Some color shader -> color to vector -> set range -> vector to color.

Some color shader -> color to scalar -> V-coord of a ramp texture.

Pixero
02-11-2005, 09:53 PM
J-Wicz: Ive checked your scene and it dont seem to work the way you did it.
Dont know why. Maybe a Maya "feature". :rolleyes:
However if you use MR custom contour shaders it works fine. Ive tried it so theres nothing wrong with the switch shader. :thumbsup:

If you need help with setting up MR contour shaders heres some links:

http://www.jhavna.net/main.php?page=contour/
http://www.fenriz.org/projects/maya/maya_toon_shading_i.php
http://www.alias.com/eng/community/tutorials/tutorial.jhtml?id=154&page=1

(For the last one you need to log in with the free bronze membership.)

mverta
02-12-2005, 10:09 PM
Guys -

The idea of physically accurate shaders gives me all kinds of warm fuzzies inside, but to date I've used exclusively Maya shaders, with mr physical area lights, and render in mental ray.

I tried dabbling with DGS, but to get nice non-artifact-y blurred reflections, I have to set my sampling up so high (1/3 or 2/4) that it becomes impractical. I'm a visual effects guy, so speed is king. My usual sampling is 0/2 with contrast thresholds at .05,.05,.05 and that seems to produce nice stuff amost all the time.

I just wanted to see if there was something I was overlooking... I'd really like to get mr shaders into my workflow, but stuff like this makes it difficult. I tried the mr_Blinn and Phong and Cook-Torrance shaders, too, but as soon as I saw that they were shiny but didn't reflect their environments, I realized I was going to have to take more time to really learn about integrating these powerful shaders.

Not that Maya shaders with mental ray can't be cool, too:

http://www.mikeverta.com/Posts/R2_WP_2_lr.jpg


In any case, thoughts? Pro/con mental ray shaders... tips? I know whatever works, works, but I'd like to add some tools to the arsenal.

_Mike


http://www.mikeverta.com/Posts/R2_WIP.jpg

Osaires
02-14-2005, 07:02 PM
Hi, i'm looking for a contrast shader, like the contrast in photoshop. Anyone know of a shader like that?

Pixero
03-05-2005, 09:51 AM
Added Maya files for Binary Iris inciDents edge displacement shader.

http://www.pixero.com/stuff/inciDents_example.jpg

www.sandstrom.on.to (http://www.sandstrom.on.to)

Osaires
03-05-2005, 03:26 PM
Hi folks, great work pixero.

a bit oftopic maby.
i want to learn how to write shaders i have some tutorials and all but i need a compiler. What would any of you recommend, is there any free?

Funky
03-05-2005, 07:09 PM
Hi mverta (http://member.php?u=108569)
there's a solution for your aliasing problem. there's a lens shader that you can find with path_material shader who's name is Oversampling_lens. It makes your glossing aliasing much better without tweaking gen aliasing. I'm using it with XSI, I made the conversion from Maya Mi file but don't know where now.
Hope it helps

Naim

Pixero
03-06-2005, 12:08 PM
Osaires, Im using visual studio but there is a free command line version called Microsoft Visual C++ Toolkit 2003 here: http://msdn.microsoft.com/visualc/vctoolkit2003/
That and a good source code editor like the free Crimson editor: http://www.crimsoneditor.com should be enough to get you started.

cpan
03-06-2005, 01:36 PM
hey funky, how do you connect the oversamaple_lens shader to a DGS, for example, to take more samples with it?
It would be great to set samples by shader :thumbsup:

Funky
03-06-2005, 03:32 PM
Hi
oversamaple_lens shader must be connected on the camera<img> lens

Naim

cpan
03-06-2005, 04:40 PM
hmmm, but wouldn't this override the samples on all the image? eg. where's the connection to the shader, I don't know if this would work... could you be more explicit with the connections...

thanx for your interest :)

floze
03-06-2005, 08:01 PM
hmmm, but wouldn't this override the samples on all the image? eg. where's the connection to the shader, I don't know if this would work... could you be more explicit with the connections...

thanx for your interest :)
The oversampling_lens must be connected to your camera's lens shader slot in it's 'mental ray' tab.
The oversampling lens shoots additional rays in the same direction, therefore (raytrace) oversampling happens for every pixel by the given value. You cant apply it to a single shader, but you could try rendering the concerned objects in a different layer so you dont have to re-render the full scene everytime.

Dont forget to turn off scanline if you use the oversampling_lens (...has this been fixed in 6.5?).

Funky
03-06-2005, 08:36 PM
Floze, you're to speed for me ;)
You said all.

Naim

dagon1978
03-06-2005, 09:41 PM
Dont forget to turn off scanline if you use the oversampling_lens (...has this been fixed in 6.5?).
nope :wip: :banghead:

bgawboy
03-06-2005, 10:34 PM
Hi all,

Note that the DGS shader does not use multiple sampling for glossy reflection/refraction, as is available in the Maya shaders. For this reason, the Maya shaders have an edge with respect to glossy reflection anti-aliasing.

However, in 3.4, there is actually a new interface to make that kind of addition easier for those who write shaders, and I was thinking of showing how to modify the DGS shaders as an example.

courte_manche
03-07-2005, 09:58 AM
In XSI, There is a node called Diffuse-Reflection, like mib_reflect, but with blur reflection. This node have independant sampling as maya shader. If you have sibase.dll, you can use it in maya. ... Attached .mi file for the dll connection with maya.

cpan
03-07-2005, 10:06 AM
can anyone send me the sibase.dll so i don't have to download the demo from softimage site?

thx. yashu@email.ro .yashu (thx.yashu@email.ro .yashu).

cpan
03-07-2005, 11:09 AM
floze, then what's the purpose of the oversample_lens if ya can't use it by shader or object and you can't use more of them in a scene ( maybe on multiple cameras )? Why not set the samples directly in render globals? Or maybe this isn't implemented in maya yet... who knows.

One more question : can I connect an switch to the lens slot? This would be veery nice and would make the oversample_lens usable :)

Pixero
03-07-2005, 11:38 AM
Please, please dont hijack this thread. :hmm:
This thread is for my MR shaders. For discussions that dont have a connection to them please start a new thread.

courte_manche
03-07-2005, 11:44 AM
... sorry...

Stahlberg
03-08-2005, 09:13 AM
Pixero, great job!
I was trying the Incidents texture, but couldn't get it to work. I pumped it into slot 2 of a Multiply node, the displacement into slot 1, and the Multiply output into the displacement shader slot in the SG. I get an error-ignore message on that last connection. (Works fine without the Incidents and Multiply.) This is v6.5
Any ideas? Should I use your MR version of the Multiply node instead?

floze
03-08-2005, 10:04 AM
Pixero, great job!
I was trying the Incidents texture, but couldn't get it to work. I pumped it into slot 2 of a Multiply node, the displacement into slot 1, and the Multiply output into the displacement shader slot in the SG. I get an error-ignore message on that last connection. (Works fine without the Incidents and Multiply.) This is v6.5
Any ideas? Should I use your MR version of the Multiply node instead?
Sorry if that's a little dumb answer, cause I really havent used this shader yet.
Just by guessing about your problem: Is the input in slot 1 of your multiply a scalar? You should pass your file/procedural texture through a luminance node or check the 'Alpha Is Luminance' and use the alpha out (or output of luminance) as the plugin for your input 1.

Pixero
03-08-2005, 10:23 AM
Mentalray is somewhat fastidious on the right shader output type. (I.e. scalar, color, vector.)

To get rid of ALL the errors you could use:

inciDents -> multiply input1.x
disp texture -> color to scalar(luminance) -> multiply input2.x -> vector to scalar(use x)->MR disp shader

Im not in front of Maya so Im doing this by memory.

Hope it helps.

Stahlberg
03-08-2005, 02:08 PM
Thanks.
Hm, MR disp shader... I'm not in front of my comp now either but I do remember that tab was empty in my MR shader icon list (and I thought it was strange, but used the Maya one instead). Where would I find this?

floze
03-08-2005, 05:03 PM
I dont think you need mental ray specific displacement shaders.

Here's a pic of a network that worked out:

http://www.floze.de/pics/cgtalk/assorted/incidents.jpg

Whereas the 'Alpha Is Luminance' button of my filetexture is checked and

- outAlpha of my filetexture is connected to the multiply's input1X
- outValue of my inciDents node is connected to the multiply's input2X
- multiply's outputX is connected to the displacement shader's displacement

This way the size of displacement may be controlled via the filetexture's alpha gain attribute.

Pixero
03-08-2005, 07:31 PM
To make things easier Ive added two new shaders:
JS_ColorMath and JS_ScalarMath.

The JS_ScalarMath shader also has a color input so you can for example use a displacement color texture and the inciDents shader (mentioned above) together with more ease.

A possible connection would be:
inciDents -> JS_ScalarMath scalar1. (Mode Multiply)
color displacement texture -> JS_ScalarMath Color Input.
JS_ScalarMath -> lambert2SG MI Displacement Shader

Enjoy! :)

www.pixero.com (http://www.pixero.com)

floze
03-08-2005, 07:40 PM
That's great! Thx! :thumbsup:

Stahlberg
03-09-2005, 02:21 AM
Great, thanks!
Floze, thanks also, hm that looks very similar to the network I had, except for I forgot to use the OutAlpha instead of the plain Out.
Taking the day off, I'll try all this out tomorrow or tonight.

Jackdeth
03-09-2005, 02:36 AM
Jan, any compiles on the new stuff needed?

Pixero
03-09-2005, 05:44 PM
Ive updated JS_ColorMath to v 1.1 and added a scalar input.

Colin, check your mail. ;)

Steven, Here is a screen shot of the setup to clearify things.
By the way the inciDents Bias has a softmax of 10. Which means you can enter higher values by hand. :thumbsup:

http://www.pixero.com/stuff/JS_ScalarMath_inciDents.jpg

Jackdeth
03-09-2005, 09:35 PM
Groovy

...

Stahlberg
03-10-2005, 03:00 AM
Thanks, it works now, was trying to connect it to the Maya displacement slot instead of MR's... :eek:

Pixero
03-10-2005, 06:09 PM
Added Linux version of JS_ColorMath, JS_ScalarMath and JS_Switch.
Also fti icons for JS_ColorMath, JS_ScalarMath.
Thanks Colin!

akewt
03-14-2005, 01:10 AM
anyone help a novice?

i've installed the JS_incidence and JS_blendcolors and have pixeros scene file but MR aborts when i try and render. ive checked rayRC file and its correct. all mi's in right place and dll's. do i need to install anymore files under system32? im using 6.01. is there a way to see the errors in detail to find out more about mu problem?

Pixero
03-21-2005, 11:19 AM
Added JS_MultiRamp. A MR color ramp shader with some extras.
More info in the tutorial section of my site.

http://www.pixero.com/bilder/tutorials/ramp/circ_ramp_repeat3last.jpg http://www.pixero.com/bilder/tutorials/ramp/square_ramp_linear.jpg

Enjoy! :)

www.pixero.com (http://www.pixero.com)

devdoka
03-22-2005, 12:19 PM
Jan ,

I`m getting this error in output window when using BA_Fractal4D

PHEN 0.3 error 051010: version mismatch: "BA_Fractal4D_version" reports version 10, declaration specifies version 1

however, nothing`s wrong when i render.
I change the version from 1 to 10 in the decleration file and the error disappears.

EDIT: seems that i `m getting this in all BA shaders....

.

Pixero
03-22-2005, 12:55 PM
Devdoka, I have fixed the version numbers on the BA shaders. :blush:

tom_c
03-25-2005, 04:10 PM
Thanks for all the most usefull shaders!

If you need any OSX compiles doing, let me know...

best wishes,
Tom
:-)

--
http://www.themissingcow.com

deadplant155
03-25-2005, 04:39 PM
Hi tom. i know a couple people (including myself) who would looove to see a macosx compile of this shader. http://home.broadpark.no/~rslettli/l_glass2_beta.html . the maker has said he'll give out the source code to anyone who wants to compile it for other os's, and i for one would be perfectly willing if i only knew how. i've heard several other people on this forum who'd be in your debt forever if you'd do this compile for us. even if you decide not to, thanks already for the great ports on you site, you've given a lot to the 'community' :)

-loren

tom_c
03-27-2005, 12:11 AM
Hi Guys,

Ive been in contact with Steinar about l_glass, and he said he'd send me v3 when its ready for compling....

Ive just got Puppet's p_z zDepth shader (http://puppet.cgtalk.ru) working for OSX, and added reflection handling to it too. If anyone wants to do a win/linux compile, the new source is in the archive (with Puppets consent) on the page in my sig.

have fun :) tc

Jackdeth
03-27-2005, 12:55 AM
Jan, Linux compiles should be ready for ya on monday. :)

Pixero
04-01-2005, 07:38 PM
Added Linux version of JS_MultiRamp and fti icons for JS_MultiRamp and JS_Switch shaders.
Thanks Colin.
I also made a minor update to JS_ScalarMath and JS_ColorMath adding softmin and softmax in the .mi file.

Pixero
04-02-2005, 04:22 PM
Added OSX versions of:

JS_Incidence 1.1
JS_VectorMath_Scalar
JS_VectorMath_Vector
JS_VectorState
JS_Gamma
JS_SurfaceLuminance
JS_Switch
JS_ColorMath 1.1
JS_ScalarMath
JS_MultiRamp

Thanks to Tom Cowland!

Enjoy! :)

www.pixero.com (http://www.pixero.com)

Puppet|
04-04-2005, 10:25 AM
Colin Strause please mail me to puppet@rambler.ru , sorry I forgot your mail.

I need help with linux compile new version of shaders_p.

Pixero
04-10-2005, 05:27 PM
Added JS_Normalizer.
A shader for rendering tangent space normal maps with Mentalray in Maya.


http://www.pixero.com/bilder/pics/headus_killero01.jpg


The image above is rendered with the setup from: http://www.headus.com/au/samples/norm-MR/index.html

The image below is rendered with JS_Normalizer with the following settings:
Red to Y, Green to X and Blue to Z. Red channel flipped.

http://www.pixero.com/bilder/pics/JS_Normalizer_screen01.jpg

http://www.pixero.com/bilder/pics/JS_Normalizer_killeroo01.jpg

There is some minor differences between the two. Here is the images layered in photoshop with difference.

http://www.pixero.com/bilder/pics/killeroo_difference.jpg

Usage:
Connect a normalmap file texture to the JS_Normalizer and connect it to the Shaders normal camera.
The Mixer controls the blending between the original normal and the normal map.
Use the Red to, Green to and Blue to to map the colors to either x, y or z.
There is also the possibility to flip the color channels.

Enjoy! :)

www.pixero.com (http://www.pixero.com)

floze
04-10-2005, 05:31 PM
Added JS_Normalizer.
That's just great, thx a bunch! :thumbsup:

popol
04-10-2005, 05:45 PM
Great pixero thanks !!

hope to see a linux release soon!

devdoka
04-11-2005, 01:30 AM
Sweet!

That reminds me I need to buy you a couple of beers, next time i`ll visit Stockholm.

:thumbsup:

.

lovisx
04-12-2005, 04:28 PM
thanks so much for this pixero, this will clean up my shading networks alot.

Just wondering if anyone knows the setting for normal maps exported from Zbrush without any changes made in the prefs. Do you have to flip the red??

thanks again:applause:

lovisx
04-12-2005, 11:08 PM
after testing it out here at home it seems you don't have to change any settings. You just hook the normal map from zbrush into the JS_Normalizer and Normalizer into Normal Camera and it looks awwwwwesome.

one little note, when I was installing I noticed this typo

link "{MAYABASE}/lib/JS_Nomalizer.{DSO}"
mi "{MAYABASE}/include/JS_Nomalizer.mi"

should be

link "{MAYABASE}/lib/JS_Normalizer.{DSO}"
mi "{MAYABASE}/include/JS_Normalizer.mi"

Pixero
04-13-2005, 04:43 AM
Thanks Lovisx.

I have fixed the typo in the info file. I think I need new glasses. :eek:

MarkAW
04-13-2005, 09:34 AM
@lovisx: You beat me too it. This spelling mistake cause all kinds of madness - I just didnt think Pixero ever made mistakes!



Lovely shader Pixero, and please: get those glasses! ;)

lovisx
04-13-2005, 01:13 PM
I found it quickly looking in the output window.

floze
04-13-2005, 01:23 PM
I found it quickly looking in the output window.
Never rely on the rayrc statements of readmes. This is not meant to be offending Pixero, dont get me wrong! But it's not the first time I found this lines being misspelled by mistake (by other persons, not Pixero).

Errare humanum est! (Cicero, 106 - 43 BC, lat. = to err is human)

lovisx
04-13-2005, 05:59 PM
I'll have to take precautions, but its sooo tempting to just copy and paste.:)

Pixero
04-18-2005, 05:57 PM
Added Linux version and fti icon of JS_Normalizer.
Thanks to Colin Strause.

popol
04-18-2005, 06:18 PM
Thanks pixero for this great shader! And thanks to colin for the linux version:thumbsup:

Pixero
05-03-2005, 07:18 PM
Added Maya files for Binary Iris BoolTrace shader.

Enjoy! :)

www.pixero.com (http://www.pixero.com)

Puppet|
05-04-2005, 07:10 AM
:) It's like my p_CSG shader from shaders_p :)
Does anyone had try BoolTrace shader?

Is it work correctly in these situations:

http://www.puppet.cgtalk.ru/csg_a1.jpg

http://www.puppet.cgtalk.ru/csg_difference.gif http://www.puppet.cgtalk.ru/csg_intersection.gif

http://www.puppet.cgtalk.ru/csg_union.gif

How it work with shadow?
I have some problem with it.
[/url][url="http://www.puppet.cgtalk.ru/csg_difference.gif"] (http://www.puppet.cgtalk.ru/csg_union.gif)

lude
05-04-2005, 11:03 AM
Hi Puppet. Well that looks mighty interesting!
I installed your p_shaders but I cant seem to find that particular one in there, the p_CSG

I am very new to both maya and mental ray. I also installed it in Max wich I am way more used to. But no luck. Could you post the scene above as a scenefile? That would be super!

Lude thanks you smart people, thank you.

-> edited
I found the little hashes in the .MI , unhashed em.

weeee!

Puppet|
05-04-2005, 11:55 AM
It just commented in *.mi file.You may uncomment it.
I comment it because it's not ready yet. Surface shader works fine but shadow shader is not correct now.

lude
05-04-2005, 11:58 PM
It works like a charm Booltrace,but i cant seem to get the shadows to work. In XSI you just pass on to the shadow as well but that doesnt seem to have any effect in maya( or I am doing something wrong.) I dont really need shadows for what I am doing right now with it but of course its a bit more useful if it has em...

p_CSG also works nice, but it seems Booltrace crates a cleaner, more stable result. Perhaps I am doing stuff wrong again though... normals and stuff.

Lude

tripNfall
05-05-2005, 03:07 AM
BoolTrace is very cool. However, the shadows don't seem to work and reflections get some odd artifacts, like jagged gaps in the reflections. The shader would be truly amazing if I could get shadows and reflections to work.

Also, thanks for all the awesome mr shader Pixero.

Hey, it just occurred to me that your name Pixero and the very talented Pixho are very very similar. And your site started really building up when Pixho's started slowing down. Coincidence or Pixero and Pixho are one and the same (or maybe I should stop working and go home).

Pixero
05-08-2005, 07:08 PM
TripNfall:
Hi there "Sherlock"! :rolleyes:
Thanks for the comments. About the BoolTrace shaderI havent really had time to try it much.
About the Pixho - Pixero likeness its purely coincidential.
The real Sherlock Holmes would after a quick google search for pixho found that Pixho comes from France and has the real name Emmanuel Campin, while Im from Sweden and my name is Jan Sandstrom.
Lets just hope youre a better 3d artist than you are a detective. ;)

Pixero
05-19-2005, 08:39 PM
Added OSX version of JS_Normalizer.
Thanks to Tom Cowland.

Pixero
06-08-2005, 07:34 PM
Added Maya files for Ben Rs Solid_Volume MR shader.
Here are some tests with Mayas 3D noise.

http://www.pixero.com/bilder/pics/solid_volume01.jpg http://www.pixero.com/bilder/pics/solid_volume02.jpg


Enjoy! :)

www.pixero.com (http://www.pixero.com/)

Jackdeth
06-08-2005, 09:43 PM
That looks cool Jan. Whats the chance of him wanting a linux port? :)

djx
06-09-2005, 12:59 PM
lude/tripNfall: I have been trying to get Booltrace to work, but am obviously doing something wrong cos it dont. Is there a special way to make the connections? (I feel a bit silly asking this because it seems so obvious, but...)

Pixero
06-13-2005, 07:04 AM
Added an update to Solid_Volume now rc 4.
It now has edge fade to get rid of the outer edge clipping.

tripNfall
06-14-2005, 05:26 AM
djx,

I can't remember all the steps and the files I tested on are at work. But, I would recommend going to this link and reading all the info, even though there is not much. Also, click on the tips and tricks link.

http://binaryiris.com/main/?id=BoolTrace

Good luck.

Pixero
06-14-2005, 06:26 AM
djx,
You need to apply a booltrace for each object or group and put the objects/group name in the input: renderIn and volumeName.
(Remember to switch them on the other boolTrace node.)
You should also connect your Material shader of choise, i.e. Blinn, Lambert etc. to the Shader Input.

Hope this helps.

djx
06-14-2005, 01:02 PM
Thanks Pixero. It seems so obvious now. I was only assigning the booltrace to one of my surfaces. I really appreciate the tip.

Thanks also tripNfall. I had quickly looked at the binary-iris site once before, but was in such a hurry to get rendering I didnt take the time to fully understand it.

Pixero
06-25-2005, 11:51 PM
Some updated shaders and some new.

JS_NormalMapper v1.2 (with JS_EdgeDisplacer)
Bugfixes and enhancements.
It seems the texture lookup input in the previous version was part of the problem.
Now gives the exact same result as the Headus setup.

Here without edge displacement.

http://www.pixero.com/bilder/pics/JS_NormalMapper01.jpg

And here with edge displacement.

http://www.pixero.com/bilder/pics/JS_NormalMapper02.jpg


JS_Contrast v2
Now more like brightness contrast in Photoshop.

JS_SetRange v1.1
Now with a scalar set range shader too.

JS_BiasGain.
A color and a scalar Bias and Gain node.

JS_Mosaic.
Pixellates a file texture with variable blocksize.

JS_Mosaic on a picture of my daughter.

http://www.pixero.com/bilder/pics/JS_Mosaic02.jpg http://www.pixero.com/bilder/pics/JS_Mosaic01.jpg

Enjoy! :)


www.pixero.com (http://www.pixero.com)

floze
06-26-2005, 12:41 AM
Some updated shaders and some new.

JS_NormalMapper v1.2 (with JS_EdgeDisplacer)
Bugfixes and enhancements.
It seems the texture lookup input in the previous version was part of the problem.
Now gives the exact same result as the Headus setup.
Thanks for the update! Cant tell you how grateful I am!

I had some issues going on with the nodeid of the normalmapper; though I'm not loading the old JS_Normalizer.mi with my rayrc, it's still loaded by maya because I'm still having the .mi in my include folder. Now my question is if it's possible to prevent the 'old' version from loading instead of the new one (only one node with the same nodeid is created at a time)? It's just out of curiousity, since the simplest way to do it would of course be to delete/remove the .mi file.

About the edge displacement: As far as I can see, the triangle amount is always almost the same as with 'usual' displacement, the only difference is that the displacement is nuanced at the edge. Using angle approximation helps a little bit though. Is there another way to improve the efficiency of tesselation?

floze
06-26-2005, 01:25 AM
There seem to be multithreading issues going on if the normalmapper is used together with the subd approx. trick (applying a subd approximation to a regular polygon mesh). Any idea about that?

Osaires
06-26-2005, 02:16 AM
oh, thanks Pixero i'v bean waiting for the contrast shader, it will work great inn my shading network's.

Thanks :thumbsup:

Pixero
06-26-2005, 05:11 PM
Floze,
Since JS_NormalMapper is an update to JS_Normalizer (with a new name) you should of cause not use the old one anymore. :wise:
Sunit Parekh also told me that while he was beta testing for Pixologic he found that the old version wasnt working as it should with some of his scenes. After some testing I think I got it right. :thumbsup:
About the multithreading issue I dont know. I dont have multiple processors so I cant test it.
Ill keep it in mind for the future...

Osaires,
Glad to be of help. The contrast shader has some issues with some of Mayas procedural shaders. Not sure if its me or Maya. Mentalray shaders and file textures seem to work fine though.

Thanks for your comments. By the way, I dont get all that much feedback if or for what my shaders are being used.
Its always nice to know if they work.

Pixero
06-27-2005, 07:18 PM
Tiny update to the JS_NormalMapper.dll. While cleaning out some test code I guess I cleaned out a bit too much. Sorry. :blush:

Pixero
06-28-2005, 09:19 AM
Added Linux compile of:

JS_NormalMapper v1.2 (with JS_EdgeDisplacer)
JS_Contrast v2
JS_SetRange v1.1
JS_BiasGain.
JS_Mosaic.

Thanks to Colin Strause.

severino22
07-08-2005, 11:03 AM
Solid Volume Shader Update


http://rapidshare.de/files/2881136/solidvolrc11.zip.html

Puppet|
07-09-2005, 08:46 AM
New version of shaders_p 2.5 available
http://www.puppet.cgtalk.ru/download/index_e.shtml

Steve McRae
07-09-2005, 01:07 PM
thank you for your work puppet

Pixero
07-09-2005, 05:05 PM
Solid Volume rc11 added.
Now with transparency.

http://img163.imageshack.us/img163/161/veinrefract59xm.jpg

Atwooki
07-09-2005, 05:17 PM
Thanks a bunch for the shaders updates puppet - nice work!

And thank you too Pixero; nice updates both on your site logo/avatar and of course the rc11

cheers Jan :thumbsup:

Chris

fr3drik
07-12-2005, 08:37 AM
Wow, nice. Thanks a bunch!

Puppet|
07-13-2005, 07:01 PM
shaders_p v.2.5.1 now available for linux too.
http://www.puppet.cgtalk.ru/download/shaders_p_e.shtml

Edit...
Ups...Look's like I had upload linux debug version .
Today I'll upload release. Sorry.

Puppet|
07-14-2005, 05:20 PM
Now I had upload release version of shaders_p 2.5.1. Just download it again.

BigSky
07-18-2005, 01:15 PM
Has anyone got the solid_VolumeRc11 to work? I keep on getting black renders, or renders without any attention to the threshold (ie no volume). :sad:

credmond
07-19-2005, 12:47 AM
Pixero,

Thanks for developing the NormalMapper shader for the Maya community.

I tracked down a bug with using the NormalMapper shader to a node id conflict with another one of your shaders. Currently the NormalMapper shader shares the same node id as the Vector Math Vector shader.

cheers,
cory

djx
07-20-2005, 12:08 AM
BigSky: My attempts to render scenes that were set up and working with rc4 are causing maya to crash since updating to solid_VolumeRc11. Did you get it working?

...Ok, I did two things wrong. First I downloaded and installed the new rc11 .dll but forgot to get Pixero's updated .mi and .mel files. Once I got that sorted, I realized that my existing scenes needed a shader node connection fix since, now that it has a whole bunch of new controls, my volume texture had somehow got mapped to the solidVolume stepDistance instead of the volumeFieldInput.

So its all working fine now. (Havent had a chance to play with the new controls yet).

deadgraphicsociety
08-03-2005, 12:47 PM
First of all i want to thank all the shader writers,

PIxero ... i think you are a damned genius ! :) thank you for all this stuff !!

Some questions, i found in the xsi forums a shader made by Francesca Luce ctrl_geolights, is there anyone ho knows if there will be a maya porting ?
Or eventually if there is something similar ?

Thanks

grafix
08-03-2005, 09:42 PM
Caro amico, the ctrl_geolights shader is already available for Maya: look at the following thread:

http://forums.cgsociety.org/showthread.php?t=213012&highlight=objectlights

Pixero
08-04-2005, 10:04 AM
credmond:
Thanks for finding the nodeid conflict. Ive uploaded a fixed version of JS_Normalmapper.

deadgraphicsociety: Thanks for the praise but Im far from a genius.


Since Alias didnt fix the "Green color in viewport" in Maya 7 Ive made a fix for you.
Thanks to thePilot for the tip. Youll find it in the middle of my MR shader download page.


Have also finished my MentalRay implementation of a 3D wood shader based on Larry Gritz oak renderman shader.
IMHO much better than the Maya 3d wood shader. It works in object space so it will stick to the object if moved/animated.

Here are some pictures.

http://www.pixero.com/bilder/pics/JS_Wood.jpg


http://www.pixero.com/bilder/pics/JS_Wood_horse02.jpg



Enjoy! :)

lazzhar
08-04-2005, 08:03 PM
Jan thank you very much for the wood shader, i was all the time wondering where we get something like that for MR. It's really useful !

deadgraphicsociety
08-04-2005, 10:27 PM
Oh thank you graphics ! i should have searched better. this thing is really what i need

Cheers

Pixero
08-08-2005, 08:24 PM
Added another MR shader:

JS_MultiLayers

A 30 layers material shader with opacity control and 19 different blend modes.
Separate alpha modes for each layer.
Included the hardware shader fix to get rid of the green in viewport.

Read the Info.txt for more.


Enjoy! :)

brogh
08-18-2005, 12:50 AM
Hi to all,

Pixero i was surfing your page excellent shaders man, i saw that you also have darktree shading nodes, did you know why simbiont isn't relased for mr ? I'm shure it was downloadable some time ago ...

I think they're excellent shaders why not to use them in mr ?


Some new triks under the hood ?

Cheers