View Full Version : MISSS_Physical setup?
orbitalpunk 05-26-2005, 12:10 PM Please dont kill me for asking this, but could someone post up a simple step-by-step solution on how to use the MISSS_physical shader? say to get the jade effect. I've been pouring over these pages all night, including the 43 page "misss test" thread, with no luck. I have the MISSS_fast shader down fine, but not physical. And in paolo berto's (master zap), MI files are used mostly which i have no clue about. i dunno if i need to link a light,need a write map, if FG of GI or cuasetics have to be on. my heads a spinning... Im using maya 6.5
Thank you for your mercy
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orbitalpunk
06-07-2005, 11:49 AM
well after pulling my hair out for while i've made some progress. i'll share it with anybody who might need a start like i did. I do hope tho somone more skillful with more experience could pitch in and maybe help fine tune this scene i have so far. i am trying to get some results similar to Paolo Berto's tutorial dragon. I couldnt actually look at his scene cuase i dont understand .mi files. so the basic setup so far is this.
its a creature enclosed in a polyonal cube. there is one point light in the upper middle right side. misss_physical is assigned to the creature. also mib_phong is applied thru the material node of misss_physical so get some highlights. the box, floor, and painting all have the DGS_material assigned to it as well as DGS_photon in the photon shader node. the point light also has a mib_physical light added to its mental ray shader node with a hsv value of 5000. my render globals at the moment are first set to draft and then turned on caustics and GI and increased GI accuracy to 650. also i light linked the point light into misss_physical and mib_phong. here are images of my settings and results and scene files. this is maya 6.5.
http://www.orbitalpunk.com/lamrug/dgsfloor.jpg
http://www.orbitalpunk.com/lamrug/dgsphoton.jpg
all dgs photons are like this
http://www.orbitalpunk.com/lamrug/mibphong.jpg
http://www.orbitalpunk.com/lamrug/misssphysical.jpg
http://www.orbitalpunk.com/lamrug/pointlight.jpg
http://www.orbitalpunk.com/lamrug/dgsbox.jpg
http://www.orbitalpunk.com/lamrug/physicalight.jpg
http://www.orbitalpunk.com/lamrug/rinorender.jpg
scene files (http://www.orbitalpunk.com/lamrug/rino.zip)
my scene files (http://www.orbitalpunk.com/lamrug/rino.zip)
http://www.orbitalpunk.com/lamrug/dragon.jpg
Paolos dragon
ChronicAcuity
06-08-2005, 03:07 AM
I'm hoping that for Maya 7 Alias will improve the SSS workflow to the point where an artist can feel like an artist and not a comp-sci geek. I've used SSS and made it work, but at the present time it's ridiculously complicated to get a good result.
Xavier
orbitalpunk
06-08-2005, 06:46 AM
Hi there Xavier,
Yes, i hope so too. This is insane. But a good guy by the nick Bart at the mental ray group of L.A. has been helping me out and woud like to post some more results here. I've now placed the DGS_material into the material AND photon shader in the shader group for all DGS materials of the walls and floor. before i was using a separate DGS_material_photon shader and bart recomended just pluggin in the material into both. the material will call upon the appropriate photon shader automatically. after doing that my scene did look better. warmer. I've also increased my component in the phong to 200 to tighent the highlights. but one thing is concersning me now is that im having to kick up the Global Illumination photons to 400,000 to get a decent wall or else it will get blochy. not sure if that sounds right or not. oh also also droped the glossy in the DGS materials way down. like %30 now. here's how it looks now.
http://www.orbitalpunk.com/lamrug/creature2.jpg
its still not looking like the dragon but getting there. mainly i wonder how to see the face better. and also give it a more solid dark glass feel like in the dragon.
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