View Full Version : XSI sprite shader BUT for maya??
Timefly 07-19-2006, 05:31 PM does anyone know of a shader for maya thats the equivalent of xsi's sprite shader?? would be a very handy shader to have, since it will enable me to use custom shaders and mayashaders in a mix, and have a (probably) unlimited number of overlapping transparencies (planes mapped with transparency) WITHOUT using raytracing (read: refraction and max depth raised to the same number as there are transparent planes?)
Any feedback will be seriously appreciated, since i have a transparency mapped jungle to render, and would really like to avoid rendering it with refraction.
Cheers
TF
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Timefly
07-19-2006, 10:28 PM
just thought i'd throw in an image....if this thing exists or could be made it would basically enable maya users to deal with transparency in a situation of a mix of mayashaders and mrshaders (possible also just mrshaders) the way mayatomr translates pure mayashaders, where no refraction is needed...thats my theory anyway...here's the image
http://www.nerving.dk/screencap.jpg
dagon1978
07-20-2006, 12:08 AM
why dont u use a simple maya shader? u dont need raytracing with it
victor
07-20-2006, 12:10 AM
So, what's the problem you are having?
If you use Maya shaders, and leave refraction turned off in the shader attributes, mental ray won't use refraction for transparency, and it won't be affected by any of the ray limits.
Edit: Always get beaten when I browse forums with tabs. :D
Timefly
07-20-2006, 12:54 AM
The reason for not going for a maya shader is because im in the process (hopefully) of setting up a framebuffer based workflow for our upcoming feature, using the mr custom framebufferwriter shader by horvatth szabolcs as the top node...hence the need for a shader with those capabilities...it can be done in xsi, why shouldnt it work in maya/mr standalone...
Cheers
TF
Timefly
07-20-2006, 11:16 AM
I actually made this work using xsi's baselibs, but it would be damn fine if the shader was in the mayabaselibs aswell, or existed as a 3rd party. One thing i havnt nailed though is, now its working via maya and rendering in mr standalone (which is our farm render soft) but i cant get it to work within mayas implementation of mr, just says:
API 0.0 error 301031: call to undeclared function "sib_sprite"
API 0.0 error 301036: undefined shader "sib_sprite"
so im probably missing some sort of registering of the libs somewhere
if anyone have any insight of using xsilibs in mayas own mr, i'd appreciate any feedback..
Cheers
T
Timefly
07-20-2006, 12:45 PM
never mind this last post, i got it working both in mrmaya and standalone now, too little sleep the past days, and forgetting i commented the .dll and .mi out of the maya.rayrc...shit happens:)
Cheers
an interesting thing is, at least in xsi, when using the rasterizer mode it will ignore the raytracing depth and everything works just like the spriteshader i.e unlimited transparency depth..
I believe this works without any raytracing at all so it might be a faster option for you..
Timefly
07-21-2006, 10:55 AM
hey wurp
thats true, but im a bit in doubt if we can pull it off with the builtin limitations of using the rasterizer..but thanks for the feedback
Cheers
T
rygoody
07-24-2006, 05:07 PM
never mind this last post, i got it working both in mrmaya and standalone now, too little sleep the past days, and forgetting i commented the .dll and .mi out of the maya.rayrc...shit happens:)
Cheers
Any chance of releasing this to the community?
Timefly
07-25-2006, 01:09 PM
I can do that tonight if i remember it, its actually really simple, but you'll have to find your own sibase.dll.
Cheers
T
Timefly
07-26-2006, 07:16 PM
Here it is...
Cheers
T
ftaswin
07-27-2006, 01:53 AM
Thanks Christian,
Any chance of having the dll here if it's OK?
Here is the icon. I haven't tried it yet, so if it's looking for a different name, just rename it and let me know too :P
Timefly
07-27-2006, 04:20 PM
I believe sharing the .dll would constitute copyright infringement...so thats a no-go.
Cheers
T
I believe sharing the .dll would constitute copyright infringement...so thats a no-go.
Cheers
T
don't know, you can allways download the XSI demo and get the dll from there anyway :)
rygoody
09-17-2006, 03:52 AM
thought i'd revive this thread to say that the mib_continue in maya 8 now works like the sprite shader
The mib_continue also doesnt seem to cause incorrect placement of FG rays behind it anymore, other transparent shaders still seem to cause some distruption to the FG rays behind them, but the disruption seems lessened.
Timefly
09-19-2006, 01:07 PM
sounds good ryan, thanks for the heads up...we havent made the switch yet..
Cheers
T
Imhotep397
09-20-2006, 01:02 AM
I probably not getting which things the sprite shader is giving you from your image, but it would seem to make sense to just use Maya's Layered Shader or Layered Texture shader actually. Is the sphere you rendered one sphere or multiple spheres inside of one another?
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