PDA

View Full Version : mental ray scripts


psv
03-11-2005, 01:50 PM
why does discreet implemented an unsupported feature like this:

MAXScript Extensions for mental ray

This page shows some mental ray related classes and interfaces.

These classes and interface are not officially supported at this point.

.......
(max scripthelp--extract)

there is someone who knows , who can acces the mray renderer via let`s say max script like they do in maya?
it seems that there are some hidden features not accesible via GUI...............and hidden this way
thx a lot.....

highgrade74
03-24-2005, 01:24 PM
That's something i also would like to know......
Does somebody know how to do this ?????

Thanks,
Ron

frogspasm
03-25-2005, 12:02 AM
Most likely because they didn't have enough time to degug them all and make sure they were all working 100% correctly before release, but left them there for folks who like to bang around under the hood.

Think of it as an easter egg!

~M

Bobo
03-25-2005, 12:51 AM
Most likely because they didn't have enough time to degug them all and make sure they were all working 100% correctly before release, but left them there for folks who like to bang around under the hood.

Think of it as an easter egg!

~M

Not exactly, but close.

The MAXScript exposure of mental ray features (especially shaders) happens more or less automatically. Discreet developed a system which parses the mental ray files and defines classes and corresponding UIs with spinners, checkboxes etc. for all controls in the files on the fly! The mental ray Materials you see in the Max Material Editor have not been developed by humans, they have been generated from the shaders' definitions and thus are more dependent on what the shader developers did (mostly mental images guys) than on what the Discreet developers have done while parsing them. You will notice some obvious problems with parameter names containing invalid (in MAXScript) characters like spaces. While you can access them using single quotes, and the parsed UIs also work as expected, nobody can guarantee that all the automatic MAXScript exposures will work 100%, and nobody can expect mental images to change their shaders' code just because MAXScript does not like all of them ;)

So even if all these features had been tested, some would have remained known problems and limitations. What must have been tested is the mental ray shader parser (you probably remember that the original mental ray connection for R3 did not support 3rd party mr shaders, this was new in Max 6). The "Unsupported feature" means that if you happen to find a problem, Discreet most probably cannot fix it anyway because the cause might be in the 3rd party shader code and not in Max itself...

psv
03-25-2005, 03:53 PM
Bobo,,,then mental ray is more or less covered by two hoods the UI and that parsing system from Discreet.............
that`s to bad......another missed chance to learn max script..
thx for reply guys....

CGTalk Moderation
03-25-2005, 03:53 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.