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slipknot66
10-08-2005, 05:08 PM
Hello, was just wonder if this shader its available in XSI?
Thanks!

Jarno
10-09-2005, 01:16 PM
Hello Giorgio,
By default XSI doesn’t come with the mib_cie_d shader. However if you have access to the mental ray library (on MS Windows a .dll file) witch include the mib_cie_d shader. You can use the following interface (SPDL file) to use the shader in XSI 5.0.

For example the mie_cie_d shader for Maya is included in the base.dll library. With can be find in the ..\mentalray\lib directory. A node too install the shader in XSI the spdl and de library file need too be in the same directory.

Jarno.

# SPDL Generated by XSI Shader Wizard
SPDL
Version = "2.0.0.0";
Reference = "{86769E3A-81F3-4D4D-8F19-D8D4CBA9FEB3}";
PropertySet "mib_cie_d_params"
{
Parameter "out" output
{
GUID = "{DB47F494-2757-40AE-9B6B-F3CB58D9218B}";
Type = color;
}
Parameter "temperature" input
{
GUID = "{26A36A67-329E-4B6D-89E3-042F394152A3}";
Type = scalar;
Value = 5100.0;
}
Parameter "intensity" input
{
GUID = "{A4B50CE1-6E9A-43CB-A6FB-8D55497085B2}";
Type = scalar;
Value = 1.0;
}
}
MetaShader "mib_cie_d_meta"
{
Name = "mib_cie_d";
Type = texture;
Renderer "mental ray"
{
Name = "mib_cie_d";
FileName = "base";
Options
{
"version" = 1;
}
}
}
Defaults
{
temperature
{
UIRange = 4000.0 To 25000.0;
}
intensity
{
UIRange = 0.0 To 10.0;
}
}
Layout "Default"
{
temperature;
intensity;
}
Plugin = Shader
{
FileName = "base";
}

slipknot66
10-09-2005, 04:13 PM
Hello Jarno, thanks for your help.I tried to use the spdl code that you created, but i got this message when trying to instal the mayabase dll "

ERROR : 2000 - SPDL file contains syntax errors, use spdlcheck for further details

"
I puted the base.dll and i copied the code from the page, and pasted inside the wordpad, and saved as mib_cie_d.spdl, in my tempinstall directory. Is that the name that the file should have right?

Jarno
10-09-2005, 04:50 PM
Hi Giorgio,

The name off the file is ok, but looks like if you copy and past the code from the form to a texteditor it put some extra information to the copyed text. Maby that why you get a error MSG. Did you remove this lines inside the SPDL?
--------------------------------------------------------------------------------
Last edited by Jarno : Today at 03:29 PM.

But i uploaded the the spdl I used to install the shader in XSI 5.0.
http://rapidshare.de/files/6074181/mib_cie_d.spdl.html

Also make sure you use the libary [base.dll] and not the [mayabase.dll].
Jarno.

slipknot66
10-09-2005, 05:03 PM
Its working now. Thank you very much Jarno:thumbsup:

Jarno
10-09-2005, 05:06 PM
OK, it wasn't the extra lines whas it :)

slipknot66
10-09-2005, 07:48 PM
Hello Jarno.
Do you think its possible to install the md_aperture shader in XSI?
Here is a link to the shader, for those who dont know this one, its a real camera shader for Mentalray 3.4 and Maya. You have real DOF, Spehrical, and other kinds of lenses with this shader.
http://www.lightengine3d.com/index2.html

Jarno
10-09-2005, 11:27 PM
Did a quick test to port the md_apertue shader to XSI. And assuming that it render without error MSG I think it’s possible. I never used this shader in Maya so it’s hard too tell if all the parameters are working correctly.

After the parameters are grouped and the menuOption boxes are include to get a nicer interface. I will post the result here, maybe also first context the Light Engine 3d?

Jarno.

Spacelord
10-10-2005, 05:07 AM
Hi Slipknot,
I've been hanging for this light shader,
any possible chance of sharing it ?

All we need now is the physcial light shader :)
And IES support :)

wurp
10-10-2005, 11:15 AM
whats the point in using mib_cie_d ?

Spacelord
10-10-2005, 11:36 AM
It makes it easier when trying to replicate sun light.
It uses Kelvin colour temperture.
Check out this link
http://www.deathfall.com/modules.php?op=modload&name=XForum&file=viewthread&tid=2287

Jarno
10-10-2005, 03:51 PM
Update on the mr_aperture lens shader.

Looks like it's working corectly in XSI 5.0. Sended a e-mail to l MArk Davies at LightEngine3d regadering some issues. But if it working correclty I can not think of any good reason why not to share it.

Jarno.

Screenshot.
http://img446.imageshack.us/img446/2977/xsisceenshot9oi.th.jpg (http://img446.imageshack.us/my.php?image=xsisceenshot9oi.jpg)

CiaranM
10-10-2005, 05:13 PM
Hey thanks for the mib_cie! That has been a long time wish of mine. What is the difference between this and the physical light shader?
Can't wait to give the aperature shader a go!

Thanks.

Splin
10-10-2005, 09:34 PM
Hey Jarno, thanks for converting mib_cie_d to XSI! :thumbsup:

Another very long and problematic thing in XSI is IES support. I have been asking this from various places but some guys who have that solution going on in-house are not able to share it. As far as I see...Softimage is also not interested about this topic.
I know Maya users have Physical Light and also IES support(through some kind of hack?). What is your statemet, how complicated is to convert them over to XSI?

Thank you!

Saturn
10-11-2005, 09:12 AM
whats the point in using mib_cie_d ?




Mib_cie_d deal with temperature instead of color. It s useful for sun but for light coming from set. No pain to match light color. You have to deal with intensity only !

Jarno
10-11-2005, 12:30 PM
CaitanM:
The difference between the mib_cie_d and a physical light shader. One is more like a color generator utility and the other is a light shader. Just think of a mib_cie_d as the share color shader that outputs a color depending on the input temperature in Kelvin(D65) and the intensity. With can be connected to the color input of a light shader, like a physical light shader.

Splin:
The Physical Light Shader can be used in XSI, Some time ago I create a SPDL file with I can't find anymore. But I don't see any benefits off using this shader compared to the softlight shader inside XSI. I mean I get the same result with the LightExponent falloff set to 2.
About the IES support for XSI. The photometric light shader maby be compatible but to use this without putting some extra lines in the mi files to declare the lightprofile. I think you also need a custom geoshader written in C++ that declares the lightprofiles.

Jarno
10-11-2005, 02:11 PM
Hello,

A test version of the SPDL file for the md_aperture shaders is available for download. To install Mark Davies lens shader in XSI 5.0 you need a copy of the library file with you can find on his site http://www.lightengine3d.com/. (node for installation the spdl and dll file need to be in the same directory).

In a older version there was a toggle checkbox to put the depth of Field (Physical Lens) on and off. I think this was useful, mainly for how XSI deals with shaders that are not connected . So it will be possible to make quick test render without having to disconnect the lens shader. What do you think? If we find this useful Mark is willing to put the toggle back in.

Let me know how thinks are working.
Jarno.

Download test verison of the SPDL: http://rapidshare.de/files/6148300/md_aperture.spdl.html

slipknot66
10-11-2005, 02:25 PM
Hi Jarno.
Thank you very much for this.I was testing the other SPDL you did, there is a renderman and a mentalray XSI feature, that i think needs to be active when using the Physical Lens.But it was working just fine.:thumbsup:

francescaluce
10-11-2005, 02:36 PM
The Physical Light Shader can be used in XSI, Some time ago I create a SPDL file with I can't find anymore. But I don't see any benefits off using this shader compared to the softlight shader inside XSI. I mean I get the same result with the LightExponent falloff set to 2.
mmh.. not really. a physical light is a physical light. the attenuation is only a factor.
for example the geocolor light shader on the ctrl.geolights shader pack is actually
using physical behaviour.. that means for example that also the geoface orientation
is involved to get the whole light attenuation that will have not anymore a quadratic
decay. not last you should use probably geolights to get the most 'phys' correct result.
maxwell for example uses only that. in this sense you have already the shaders you need.
:)


ciao
francesca

Splin
10-11-2005, 02:53 PM
mmh.. not really. a physical light is a physical light. the attenuation is only a factor.
for example the geocolor light shader on the ctrl.geolights shader pack is actually
using physical behaviour.. that means for example that also the geoface orientation
is involved to get the whole light attenuation that will have not anymore a quadratic
decay. not last you should use probably geolights to get the most 'phys' correct result.
maxwell for example uses only that. in this sense you have already the shaders you need.
:)


ciao
francesca


Hey francescaluce,

thx for good news, that I did not know before!
For artistical purposes I guess it is all cool, but in archiviz IES profiles can save lots of time while setting up lighting. Altough it will give hit to rendering time but that is not an issue here. Shorter set up time will make up to longer rendering. Biggest problem is that this feature support is totally non existent in XSI until now. I guess the guy who will make workable solution for IES profiles in XSI will win lot of fame :)
But it is good to hear that we have one problem less thanks to ctrl_shaders, now we need to find a way to get the failing piece working..connecting IES profiles to ctrl_geolight..if thats possible


Jarno,
thx for another port. Will have a test run with it once I find time. Btw, is dof faster there..is it true 3d dof?

slipknot66
10-11-2005, 03:02 PM
Splin, that shader creates a true 3d dof.

francescaluce
10-11-2005, 03:04 PM
I guess the guy who will make workable solution for IES profiles in XSI will win lot of fameeheh.. the problem is that even if we make a geoshader to get the light
profile.. the spdl does not support yet the keyword 'profile'.. so the big work
will be to redesign the whole light shader adding not only the definition of
the shader.. that comes with user parameters that are really tricky to find
out in a preproc phase.. but also the declaration of the shader that has
to be done enterely on geoshader basis, that is even more tricky and problematic.
or... I just got a sort of bizzarre idea looking at mr34.. but I can't promise anything,
and nothing before the next couple of weeks.

ciao
francesca

Splin
10-11-2005, 03:49 PM
or... I just got a sort of bizzarre idea looking at mr34.. but I can't promise anything,
and nothing before the next couple of weeks.


Ok I understand the problem is XSI related more than with MR...aiaiaiiii
Good luck...and thanks for the explanation!

Jarno
10-11-2005, 04:47 PM
Francescaluce, I see now I really misunderstood the physical lights. Thx for your explanation and for all the create ctrl_shaders!

Spin: Your node is on the list , with I will pass on to Mark Davies, because I'm not sure if the shader was design for this. What do you think about a on|off checkbox for the depth of field, will it be useful?

CiaranM
10-11-2005, 06:25 PM
I'd vote for an on/off DOF. I'd like to recreate a real lens, but even then it may sometimes be best if not limited by reality. If you know what I mean...

Spacelord
10-11-2005, 09:16 PM
Can someone share the base.dll libarary so I can make the spdl
for mib_cie.

cheers

Splin
10-11-2005, 09:37 PM
Can someone share the base.dll libarary so I can make the spdl
for mib_cie.

cheers
What does mib_cie do?

Jarno, I think on/off switch for DOF would be very good! It is good idea for such shader to have dof but I would still use some "other" way if I need dof. Real 3d dof is just too expensive in many cases :hmm:

Spacelord
10-11-2005, 11:50 PM
What does mib_cie do?

Jarno, I think on/off switch for DOF would be very good! It is good idea for such shader to have dof but I would still use some "other" way if I need dof. Real 3d dof is just too expensive in many cases :hmm:

Splin check out post eleven, theres detials about mib_cie.

Splin
10-12-2005, 12:40 AM
Ok, my bad. In thread start there were talk about "mib_cie_d" shader. I thought that "mib_cie" is a different shader but actually you were talking about same shader only using different name :)

CiaranM
10-12-2005, 02:54 PM
Can someone share the base.dll libarary so I can make the spdl
for mib_cie.

cheers

The base.dll can be found under the Softimage installation directory. Do a search there.

Atyss
10-12-2005, 03:56 PM
The base.dll can be found under the Softimage installation directory. Do a search there.

Can you confirm it's the same file as the Maya one?


Bernard

CiaranM
10-12-2005, 04:04 PM
Sorry, I only have XSI here.
However I can tell you the details of the file:
base.dll
ver 3.4.6.7
212 kb
ProductDate 23 AUG 2005

Hope that helps!

Jarno
10-12-2005, 07:11 PM
Bernard, XSi 5.0 base.dll works witch the mib_cie_d, it has has the same entry points.

Maya 7 comes with with version 3.4.5.2. and it's also 212KB,

maya 6 bass libary was 180kB, version 3.3.782.

There are more libary that come with XSI 5.0 that look simlar to the libary than come with Maya like the paint.dll that include the mi_metallic_paint shader (mi_car_paint_phen). Makes me wonder why XSI didn't include the SPDL.

Jarno.

Saturn
10-12-2005, 09:36 PM
someone tried to make a spdl on mib_glossy_reflection ?
i got a wierd problem with version entry. I set it to 3 and i still have dismatch ( need version 3 and version 1 is found )

Spacelord
10-13-2005, 06:37 AM
someone tried to make a spdl on mib_glossy_reflection ?
i got a wierd problem with version entry. I set it to 3 and i still have dismatch ( need version 3 and version 1 is found )

Hi Saturn,
Do know if the mib_glossy_reflection shader can do ansiotrophy reflections ?
real reflections, not specular like the XSI shader.
I'm going to have to learn how to right these spdls.
How do you find out the mi_declaration ?

Saturn
10-13-2005, 07:17 AM
someone tried to make a spdl on mib_glossy_reflection ?
i got a wierd problem with version entry. I set it to 3 and i still have dismatch ( need version 3 and version 1 is found )

i just restart Xsi and it 's ok, but the shader doesn't still work. i need to work on it a bit.

I don't know if mib_glossy_reflection do anisotropic reflection. Probably because you get shiny_u and shiny_v parameter.

Do a search on base.mi and you will find all declaration

Saturn
10-13-2005, 07:43 AM
someone know which keyword shoud i use in spdl for "shader" in .mi ?
and also for "array spectrum" ?

declare shader "mib_glossy_reflection" (
shader "base_material",
color "reflection_color",
scalar "max_distance",
scalar "falloff" default 2.0,
color "environment_color",
scalar "reflection_base_weight" default 0.6,
scalar "reflection_edge_weight" default 1.0,
scalar "edge_factor" default 5.0,
shader "environment",
boolean "single_env_sample" default true,
integer "samples" default 16,
scalar "u_spread" default 0.5,
scalar "v_spread" default 0.5,
vector "u_axis",
vector "v_axis",
scalar "dispersion" default 0.0,
array color "spectrum"
)

francescaluce
10-13-2005, 03:04 PM
There are more libary that come with XSI 5.0 that look simlar to the libary than come with Maya like the paint.dll that include the mi_metallic_paint shader (mi_car_paint_phen). Makes me wonder why XSI didn't include the SPDL.
probably because they are not tested. and probably because they are so
easy to get also in the rt that there's no point of having them. if not
for crazy shaders leechers like you. :curious::)

someone know which keyword shoud i use in spdl for "shader" in .mi ?
shader is shader also on spdls. not tried right now, but the shader keyword
should be supported in rendertree only from v5.. if not you should create
a phenomenon and link to it a color passthrought leaving a normal color slot
exposed to the rt. to assign a shader and not the output of the shader
in a phen using spdl you have to use the 'value' keyword.

/f

neods
10-17-2005, 07:56 PM
This one is for Jarno, It would be great to have a ON/OFF for DoF. Thank you for the SPDL, cant wait to get my XSI5 this week so that I can test this. On the screenshot you had, what is the "toolbar" on the left? Is it something custom?

Splin
10-18-2005, 07:08 PM
This one is for Jarno, It would be great to have a ON/OFF for DoF. Thank you for the SPDL, cant wait to get my XSI5 this week so that I can test this. On the screenshot you had, what is the "toolbar" on the left? Is it something custom?
Yes I second that, having On/Off is very good idea!

SatoriGFX
10-19-2005, 01:02 AM
Is having to use very high f-stop settings (like 100+) with the md_aperture shader normal? Lower settings blur way too much to the point of blurring the whole image when set at anything close to the default f-stop.

Thanks.

Adam.

Saturn
10-19-2005, 07:17 AM
Use this to calculate real value :
http://www.dpreview.com/learn/?/Glossary/Optical/Depth_of_Field_01.htm


But to match this you have to set you focale lenght and your camera aperture properly.
You have to use real scale also. 1 SI Unit = 10 cm

Jarno
10-19-2005, 01:23 PM
This one is for Jarno, It would be great to have a ON/OFF for DoF. Thank you for the SPDL, cant wait to get my XSI5 this week so that I can test this. On the screenshot you had, what is the "toolbar" on the left? Is it something custom?
Hi Neods,
Yes it’s a custom toolbar with some script I made, mainly for setting up some material and light shader, and to load textures in Photoshop from XSI. If you are interested let me know.

Jarno alias "crazy shader leecher"

Splin
10-19-2005, 01:43 PM
Hi Neods,
Yes it’s a custom toolbar with some script I made, mainly for setting up some material and light shader, and to load textures in Photoshop from XSI. If you are interested let me know.

Jarno alias "crazy shader leecher"

Hey Jarno, that toolbar looks cool. Would you mind sharing it so that we could have a chance to peek in how it is built and how it functions. Would be great source to learn something from it :thumbsup:

SatoriGFX
10-19-2005, 02:46 PM
Use this to calculate real value :
http://www.dpreview.com/learn/?/Glossary/Optical/Depth_of_Field_01.htm


But to match this you have to set you focale lenght and your camera aperture properly.
You have to use real scale also. 1 SI Unit = 10 cm

Thanks for the reply Saturn,

I still think it's not working quite right though. Here is the sample scene if anyone cares to take a look and tell me what I have done wrong:

Download sample scene (http://www3.sympatico.ca/a.adam/sample.scn)

I am use Foundation 4.2.

Adam.

Jarno
10-19-2005, 04:26 PM
Hey Jarno, that toolbar looks cool. Would you mind sharing it so that we could have a chance to peek in how it is built and how it functions. Would be great source to learn something from it :thumbsup:
Hi Splin,
Uploaded the add-on for the toolbar here:
http://rapidshare.de/files/6485788/renderTools.rar.html

Node:
- The script are not dump proof, and there isn’t much error checking!
- The Photoshop command isn’t finessed.
- Some script import presets that are include in the add-on directory,
make sure you install it in the user directory so the script can find the presets.
- Also need the following shader.
1. cieLight = mid_cie_d shader
2. geoLight = ctrl_geoLight (download at xsiBase)
3. dirtmap

for info:
http://img143.imageshack.us/img143/4637/untitled15si.th.jpg (http://img143.imageshack.us/my.php?image=untitled15si.jpg)

neods
10-20-2005, 07:28 AM
Thank you for the toolbar Jarno, I shall try it later today. I checked the image that describes the features, the only question is what does Dirtmap do? Does it use the dirtmap to Mask the shadow?

I all so hope to test the md-aperature later tonight. Here (http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=21652) is a intresting thread in XSIBASE that deals with Occlusion to simulate Areashadows. The problem with the test scenes on the next page is that the shadow direction doesn't respect the light position. I tested this in XSI 4.2. It would be great if *cough*ctrl :thumbsup:*cough* somebody could write a shadow shader that would do this.

Jarno
10-20-2005, 01:15 PM
what does Dirtmap do? Does it use the dirtmap to Mask the shadow? It connects a preset to the diffuse color of the material, The pressed is a dirtmap with a incidence node, so that dirt is only visible where there is no light.

Spacelord
10-20-2005, 02:45 PM
Jarno,
Your going off ! looks like a great tool bar, I will have to check that out.

Thanks :)

thorn3d
11-02-2005, 04:14 PM
Help...?

I've downloaded the file off lightEngine, the rapidshare SPDL, have found the base.dll in the XSI installation - where do i put these things?


--edit--

ok, after much more internet digging and experimentation i got it solved and installed. :)

thorn

Mathaeus
11-02-2005, 04:49 PM
Help...?

I've downloaded the file off lightEngine, the rapidshare SPDL, have found the base.dll in the XSI installation - where do i put these things?

thorn

Into the folder *from* you are installing. Folder can be anywhere, say c:\temp . Then file>plugin manager>SPDLs>install , navigate to your folder and install SPDL. If the all necessary files are present in folder, XSI will report that plugin is sucessfuly installed, and will copy files from your folder.

After, you can add path to shader preset (somewhere in c:\users\ softimage...) to favorites.

thorn3d
11-02-2005, 04:59 PM
Even though i got it solved,your reply taught me something else . I thought i had to put the files in a particular folder, THEN install, then find their eventual home.

Didn't know i could do it from a temp location,then let XSI handle the destinations.

thanks :)

thorn

thorn3d
11-02-2005, 05:02 PM
Ok, last question on this:

(using ESS 5.0)

The Depth Min/Max sliders at the bottom are 'greyed out' and i cant adjust them. Tried using all 4 camera types, none of them activate depth controls.

Also tried plugging in math nodes to override a value... no change in render apperance though.

any idea?

thanx -

thorn

Jarno
11-03-2005, 12:17 AM
The Depth Min/Max sliders at the bottom are 'greyed out' and i cant adjust them. Tried using all 4 camera types, none of them activate depth controls.

Hi Thorn, The Detph Min/Max sliders are camera independend, Change the output setting mode from color to depth. To render a z-depth image.

Jarno.

thorn3d
11-03-2005, 01:37 AM
Ahhhh, i gotcha.

I thought they were overrides for min/max distance in terms of focal length... makes sense now. Thanks :)

thorn

wurp
12-19-2005, 11:26 AM
Did anyone get the dof working with md_aperture? I can render with all the modes except the physical mode in xsi, if I switch to physical it just renders black, the shader is working otherwise so it must depend on some settings?

Also, did anyone compare the speed of this shader with the other shaders available? what about the physical shader from mental images, is there a spdl available for this as well?

thanks

edit: I got the dof working now, the render was just so out of focus that it rendered as black, my bad..

Id still be interested in other peoples opinion about the speed of this shader compared to other dof shaders in xsi..

Studev
12-19-2005, 05:26 PM
The speed doesn't really bother me. It works great. After i see what it can do. I think i would prefer the Zdepth addon posted by someone in xsibase.com or cgtalk.com (can't remember). It's a keyframeable Zdepth shader and you can achieve the DOF in post instead. I would prefer that way.

But anyway, this md_aperture is great. Considering the speed. Can't really say, but it's faster than the existing XSI dof i can say. Would be curious of how the XDof works, lots of people saying is the fastest and the best (remember bokeh effects ?)

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