PDA

View Full Version : new shaders shipped with Maya/Max 2008


Ash-Man
09-19-2007, 03:52 PM
I don't know if you guys know about this
but it seems that Master Zap added a little surprise for people trying to composite 2D/3D as seamless as possible.
Zap has developed a set of render shaders

# mip_gamma_gain : gamma control for map
# mip_card_opacity : utility for compositing workflows
# mip_motionblur : motion blur extraction methods for compositing
# mip_motion_vector
# mip_cameramap : background plate matching utilities
# mip_matteshadow
# mip_mirrorball : lighting and reflection shaders to match cg to background plates
# mip_grayball

to get them type
createNode NodeName;

enjoy

sixbysixx
09-19-2007, 04:18 PM
Cool, thanks. Been wondering where they were and how to activate them.

Is there any way to get them to show up amongst the MR Nodes properly?

Puppet wrote : Just edit your mentalrayCustomNodeClass.mel for unhide all shaders.

How do I do that?

Anybody got a documentation for these?

jupiterjazz
09-19-2007, 04:33 PM
I don't know if you guys know about this
but it seems that Master Zap added a little surprise for people trying to composite 2D/3D as seamless as possible.
Zap has developed a set of render shaders

# mip_gamma_gain : gamma control for map
# mip_card_opacity : utility for compositing workflows
# mip_motionblur : motion blur extraction methods for compositing
# mip_motion_vector
# mip_cameramap : background plate matching utilities
# mip_matteshadow
# mip_mirrorball : lighting and reflection shaders to match cg to background plates
# mip_grayball

to get them type
createNode NodeName;

enjoy

That's the MEL way...

The shaders were hidden there by AD, and are unsupported.
If you want them in the UI edit 'mentalrayCustomNodeClass.mel' (in ../scripts/others) from this:


// Internal MentalRay Nodes. Not meant to be used with Maya.

if ($nodeType == "misss_physical_phen" ||
$nodeType == "mip_rayswitch" ||
$nodeType == "mip_rayswitch_advanced" ||
$nodeType == "mip_rayswitch_environment" ||
$nodeType == "mip_card_opacity" ||
$nodeType == "mip_motionblur" ||
$nodeType == "mip_matteshadow" ||
$nodeType == "mip_cameramap" ||
$nodeType == "mip_mirrorball" ||
$nodeType == "mip_grayball" ||
$nodeType == "mip_gamma_gain" ||
$nodeType == "mip_render_subset" ||
$nodeType == "mip_matteshadow_mtl" ||
$nodeType == "surfaceSampler" ||
$nodeType == "mip_motion_vector")

return "rendernode/mentalray/internal";

return "";
}



To this (I just typed it, but should work):


// Internal MentalRay Nodes. Not meant to be used with Maya.
// So? Should poor Maya users use 3dsmax? C'mon... ;)

if ($nodeType == "misss_physical_phen" ||
$nodeType == "mip_card_opacity" ||
$nodeType == "mip_matteshadow" ||
$nodeType == "mip_matteshadow_mtl" ||
$nodeType == "surfaceSampler")
return "rendernode/mentalray/material";
return "";}



if ($nodeType == "mip_rayswitch" ||
$nodeType == "mip_rayswitch_advanced" ||
$nodeType == "mip_cameramap" ||
$nodeType == "mip_mirrorball" ||
$nodeType == "mip_grayball")
return "rendernode/mentalray/texture";
return "";}


if ($nodeType == "mip_rayswitch_environment")
return "rendernode/mentalray/environment";
return "";}



if ($nodeType == "mip_motionblur" ||
$nodeType == "mip_motion_vector")
return "rendernode/mentalray/output";
return "";}

if ($nodeType == "mip_gamma_gain" ||
$nodeType == "mip_render_subset")
return "rendernode/mentalray/lens";
return "";}

sixbysixx
09-19-2007, 04:53 PM
Hihi - nice one!

Works:thumbsup:

Curious to hear how people are using some of these!
I will play as well...

Thanks Paolo!

Eshta
09-19-2007, 05:04 PM
shokran ya Ash-Man ;)

so how do I use them ...any ideas ?

MasterZap
09-19-2007, 06:18 PM
To the "how do you use them" question, stay tuned on my blog (http://mentalraytips.blogspot.com) and the mymr wiki (http://mymentalray.com/wiki/index.php/Production_shader_library)

Stuff to follow.

/Z

Hans-CC
09-19-2007, 06:26 PM
To the "how do you use them" question, stay tuned on my blog (http://mentalraytips.blogspot.com) and the mymr wiki (http://mymentalray.com/wiki/index.php/Production_shader_library)

Stuff to follow.

/Z

Cool i'll stay tuned!!!

h.

MasterZap
09-19-2007, 06:58 PM
Eager people can download these backgrounds (http://z4p.com/prod/backgrounds.zip) and then this (http://z4p.com/prod/mip_matteshadow1.ma) and this (http://z4p.com/prod/mip_matteshadow2.ma) maya 2008 file (needs the backgrounds).

/Z

Ash-Man
09-19-2007, 08:21 PM
Thanks Zap

Looking into these files now ;)

Eshta
09-19-2007, 09:19 PM
thanks Mr Zap
I got this error when I opend hte files
{TEXS}/backyard-mirrorballl.jpg: registry entry {TEXS} not found

any ideas

Ash-Man
09-19-2007, 09:28 PM
thanks Mr Zap
I got this error when I opend hte files
{TEXS}/backyard-mirrorballl.jpg: registry entry {TEXS} not found

any ideas
go through the shading netwrok and make sure the texture files can be located
take note that the metnal ray textures are pointing to these files

sixbysixx
09-19-2007, 11:42 PM
Ah - nice one! I would have never figured that out myself!

I think this would be such a great and helpful way, if Autodesk (or in this case the Mentals - thanks) would have a simple example scene for each feature in order to demonstrate how to use it.

That would avoid sooo much wasted time and frustration!

Master Zap: your help is very much appreciated! Keep it coming:buttrock:

Jozvex
09-20-2007, 03:25 AM
I wasn't able to find the new mia_light_surface shader in the UI either so I've been creating it via MEL too.

:shrug:

NitroLiq
09-20-2007, 03:57 AM
Looks like everything renders fine here, though I do get a couple warnings:

/ Warning: (Mayatomr.Nodes) : initialShadingGroup: connection of a material shader not returning a single color value: mip_matteshadow2, may be dangerous.
and
// Warning: File not found: render_mip_matteshadow_mtl.xpm
With the latter, I have to close and re-open Maya in order to get the default lambert back to normal, otherwise any geometry I create is flat shaded green with any new scene. Probably a simple fix and something I'm missing on my part.

Anyway, will be interesting to play with this a bit. Thanks, Zap.

teriyakidonut
09-20-2007, 02:57 PM
I wasn't able to find the new mia_light_surface shader in the UI either so I've been creating it via MEL too.

:shrug:

That's odd. So the icon doesn't appear at all in the Textures section or it's there and does not work?

Ash-Man
09-20-2007, 04:22 PM
Thanks Zap
I tihnk I'm gettign the hang of it ;)

http://www.imagehosting.com/out.php/i1161205_budahcopy.jpg
http://www.imagehosting.com/out.php/i1161213_dragoncopy.jpg

Sphere♥
09-20-2007, 07:58 PM
Looks very interesting. In the wiki it says "stay tuned for online docs", but does anyone have a link to the PDF doc or anything else (even if it's Max) that gives a visual description of these new hidden (= beta) features?

leif3d
09-21-2007, 01:02 AM
Is the 'mip_motion_vector' shader any different than rendering out motion vectors through Maya Software? or is it also a shader that was implemented to help other softwares do this (like the gamma or mirror ball, etc...)?

If so, can the normal 'blur2d' tool be used?

btw, I use 'jbblur2d', a great script that the user Buexe created to simplify the use of motion vectors within Maya.

I'm just wondering if this mr shader will be any better. (not that I have any major complaints about the current Maya Software).

Jozvex
09-21-2007, 02:58 AM
That's odd. So the icon doesn't appear at all in the Textures section or it's there and does not work?

I *swear* the icon wasn't there before.... :scream:

Hehe ok well it's there now. Oops.

MasterZap
09-21-2007, 07:01 AM
Is the 'mip_motion_vector' shader any different than rendering out motion vectors through Maya Software? or is it also a shader that was implemented to help other softwares do this (like the gamma or mirror ball, etc...)?

If so, can the normal 'blur2d' tool be used?

btw, I use 'jbblur2d', a great script that the user Buexe created to simplify the use of motion vectors within Maya.

I'm just wondering if this mr shader will be any better. (not that I have any major complaints about the current Maya Software).

I'd say the most important features of the motion vector shaders are
- various floating point output formats (Toxik compatible)
- can output the motion vector in the same render pass as our beauty render
- works if you have displacement in your model (which your "maya software" pass probably wouldn't match exactly)

Also, if mip_card_opacity is used for opacity maps of billboard objects, the motion buffer would contain the proper object behind the cutout, rather than the opaque billboard plane that you would get out of most similar tools.

I am not sure if the old "blur2d" works with these motion vectors, since mip_motionvector was primarily intended to feed vectors to commercially available tools.

Also don't forget about the actual motion blur shader itself.

Note that to use either in Maya2008 the "easiest" way is to actually stick it into the "obsolete output pass" slot, making sure that "Z" and "motion" is checked.

Also, I think you may need to have motion blur *on* in mental ray, but shutter length should be 0 and time contrast should be 1 1 1 1... that way no actual extra time is spent doing actual motion blur during the render, but actual motion vectors get written.

/Z

MasterZap
09-21-2007, 09:15 AM
I added a more advanced example.

The idea is if you have your textures (from this file (http://z4p.com/prod/backgrounds.zip)) in the same directory as your scene, when you render mip_matteshadow1.ma (http://z4p.com/prod/mip_matteshadow1.ma) you should get this:

http://www.z4p.com/prod/mip_matteshadow1.jpg
(note the shadow of the pole leaning against the bike shed ;) )

And when you render mip_matteshadow2.ma (http://z4p.com/prod/mip_matteshadow2.ma) you get this:

http://www.z4p.com/prod/mip_matteshadow2.jpg


However, those are both "in render" comped. What if you want to have all those nice lighting, reflections, etc, but you want to do the "real" comping in post?

Well, to do that you need to add a couple of tweaks.

First, you go into the mip_rayswitch_environment in your camera, and put "transparent black" into the background slot. Since Maya's color swatches doesn't have an alpha, you can connect the "mib_color_alpha" and turn it's blend down to 0 to get the same result.

Secondly, in your mip_matteshadow, rather than using a mip_cameramap directly for the background color, we add another mip_rayswitch_environment. Again in it's "background" slot we put in transparent black (i.e. mib_color_alpha), and in it's "environment" slot, we put in the mip_cameramap we previously had stuck directly into mip_matteshadow.

The result is mip_matteshadow2b.ma (http://z4p.com/prod/mip_matteshadow2b.ma)which renders like this:

http://www.z4p.com/prod/mip_matteshadow2b.jpg

....which has THIS alpha channel:

http://www.z4p.com/prod/mip_matteshadow2b.alpha.jpg

...which can be comped straight onto your background (interpret as premultiplied)!

Here (http://z4p.com/prod/mip_matteshadow2b.iff) is the .iff with alpha for anyone wanting to try it.

/Z

leif3d
09-21-2007, 09:21 AM
Thanks for the response Zap.

I'm hoping it works with the old 'blur2d' (although I really doubt it), because we work with after effects...and it will not look at motion vectors. I'll also try the motion blur shader, it seems like a great idea, because we were using Reelsmart with mixed results, hence the 'jbblur2d' usage.

What image format does the motion vector have to be in? .iff like Maya Software?, or OpenEXR pehaps? I'm really happy we can now use displacements and not have render a different pass just for Motion Blur...I just hope we can integrate it into our pipeline.

Thanks again.:thumbsup:

MasterZap
09-21-2007, 09:27 AM
Thanks for the response Zap.
I'm hoping it works with the old 'blur2d' (although I really doubt it), because we work with after effects...and it will not look at motion vectors. I'll also try the motion blur shader, it seems like a great idea, because we were using Reelsmart with mixed results, hence the 'jbblur2d' usage.


Interesting; most people sing praises of "ReelSmart" moblur.

What image format does the motion vector have to be in? .iff like Maya Software?, or OpenEXR pehaps?

For the floating point formats, OpenEXR, yes. But unless you have Toxik, I don't think most software expects the floating point format. In floating point mode "1" the floating point data really is the pixel displacement in X/Y, counted in pixels, which means it can include negative values.

For the default non_fp mode, it takes pixel motion, divides it by the "max_displace" parameter, and converts to a color.... i.e.

color.red = ((pixel_motion.x / max_displace) / 2.0) + 0.5;
color.green = ((pixel_motion.y / max_displace) / 2.0) + 0.5;

I.e. red/green 0.5 is zero movement, red=0 means moving max_displace pixels to the left, red=1 means moving max_displace pixels to the right, etc....

/Z

Puppet|
09-21-2007, 09:27 AM
Also, I think you may need to have motion blur *on* in mental ray, but shutter length should be 0 and time contrast should be 1 1 1 1... that way no actual extra time is spent doing actual motion blur during the render, but actual motion vectors get written.
Problem is that Maya8.5 and Maya2008 have a bug...
If you have a Shutter Close = 0, mayatomr disable motion blur at all and no any motion vectors.
I found solution:
- Shutter Open = 1
- Shutter Close = 1
- Custom Motion Offset = On
- Motion Back Offset = 1
it gets motion vectors and no motion blur itself (and motion vectors in right place)

Maybe I miss something and it's possible to get motion vectors with shutter = 0?

MasterZap
09-21-2007, 09:31 AM
Oh, actaually, for the longest time in Maya you would have to do it by setting shutter to 0.001 or something..... apparently this may still be the case....

It's actually not really Maya's fault, it's really mental ray that is trying to be smart and optimize away motion blur if it can.... I think some other apps get around this in the UI so if you set shutter = 0 it actually is set to 0.001 under the hood ;)

Besides, if you are rendering 2d blur, you should really have your shutter set to open and close at 0.25 with the "shutter" value in mip_motionblur set to 0.5, so that the blur is "the same" as traditional 3d blur opening at t=0 and closing a t=0.5

/Z

Puppet|
09-21-2007, 09:51 AM
Nevertheless, I suppose it should works. I just pass some tests with mrsa and it's not maya's bug, it's mr bug.
Because in mr release notes you can see:

Changes in Version 3.4.6.1
-The handling of motion vectors in cases where the motion option is turned on but both the shutter open and shutter close times are 0, has been corrected. This is useful in order to output motion vectors for a 2D motion blur postprocess without computing 3D motion blur in mental ray.
It should works, but actually not works.

MasterZap
09-21-2007, 09:59 AM
Well, it actually works in mr if done correctly... it's a long story, don't have time to get into it right now, but it has to do with the order of parameter assignments....

/Z

sixbysixx
09-21-2007, 02:05 PM
Thanks a lot for those examples Zap.

The only thing I'm struggling to figure out is how to do that with a proper IBL sphere instead of the mirrorball. If i plug an IBL Sphere instead of the mirrorball it goes black.
It works with the SphericalLookup node, but that one doesn't give me any controls and is not visible in the viewport either.

Is it possible at all?

Thanks:-)

achoury
09-25-2007, 02:11 AM
I added a more advanced example.

The idea is if you have your textures (from this file (http://z4p.com/prod/backgrounds.zip)) in the same directory as your scene, when you render mip_matteshadow1.ma (http://z4p.com/prod/mip_matteshadow1.ma) you should get this:

http://www.z4p.com/prod/mip_matteshadow1.jpg
(note the shadow of the pole leaning against the bike shed ;) )

And when you render mip_matteshadow2.ma (http://z4p.com/prod/mip_matteshadow2.ma) you get this:

http://www.z4p.com/prod/mip_matteshadow2.jpg


However, those are both "in render" comped. What if you want to have all those nice lighting, reflections, etc, but you want to do the "real" comping in post?

Well, to do that you need to add a couple of tweaks.

First, you go into the mip_rayswitch_environment in your camera, and put "transparent black" into the background slot. Since Maya's color swatches doesn't have an alpha, you can connect the "mib_color_alpha" and turn it's blend down to 0 to get the same result.

Secondly, in your mip_matteshadow, rather than using a mip_cameramap directly for the background color, we add another mip_rayswitch_environment. Again in it's "background" slot we put in transparent black (i.e. mib_color_alpha), and in it's "environment" slot, we put in the mip_cameramap we previously had stuck directly into mip_matteshadow.

The result is mip_matteshadow2b.ma (http://z4p.com/prod/mip_matteshadow2b.ma)which renders like this:

http://www.z4p.com/prod/mip_matteshadow2b.jpg

....which has THIS alpha channel:

http://www.z4p.com/prod/mip_matteshadow2b.alpha.jpg

...which can be comped straight onto your background (interpret as premultiplied)!

Here (http://z4p.com/prod/mip_matteshadow2b.iff) is the .iff with alpha for anyone wanting to try it.

/Z

hi
thanks a lot for theses new shaders, the only thing is when i render the scene "mip_matteshadow1.ma (http://z4p.com/prod/mip_matteshadow1.ma) " i get this warning msg in script editor:
// Warning: (Mayatomr.Nodes) : initialShadingGroup: connection of a material shader not returning a single color value: mip_matteshadow2, may be dangerous. //

the same warnig msg with "mip_matteshadow2b.ma (http://z4p.com/prod/mip_matteshadow2b.ma)".

so are theses new sahders stable when use it in production? say u have a camera flying trought a bakground and objects moving around ..etc
sory for my english
rachid

MasterZap
09-25-2007, 06:00 AM
This warning can be safely ignored. The keyword in the message is "may" be dangerous, i.e. a shader that is returning a struct and that is connected to a "material root" needs to be *aware* of this (which mip_matteshadow is) or it may return "too much data" and muck things up.

If you don't like to see the error, you can connected mip_matteshadow1.result to some other shader and connect that shader to the shading group. A great tip is to use mip_card_opacity for this purpouse, because this gives you a way to do opacity mapping on the matte objects, which can be *very* useful.

For example, you want to do a snake wrapper around someones arm. So you create a matte object for the arm... but the arm has a very very complex shape, hard to make your matte object match the contour exactly (there may even be motion blur, causing the edge to be "fuzzy")

This is solved by creating a mask in something like after effects/photoshop/etc. for the arm, in screen space, then putting mip_card_opacity on top of mip_matteshadow, then use mip_cameramap to screen-project your opacity map to the opacity slot of mip_card_opacity...... and you have a perfect outline of the arm, even though the geometry didn't match "perfectly". (You can even get away with a stupidly simple stand-in geometry for the arm, like a cylinder!)


/Z

achoury
09-25-2007, 12:36 PM
This warning can be safely ignored. The keyword in the message is "may" be dangerous, i.e. a shader that is returning a struct and that is connected to a "material root" needs to be *aware* of this (which mip_matteshadow is) or it may return "too much data" and muck things up.

If you don't like to see the error, you can connected mip_matteshadow1.result to some other shader and connect that shader to the shading group. A great tip is to use mip_card_opacity for this purpouse, because this gives you a way to do opacity mapping on the matte objects, which can be *very* useful.

For example, you want to do a snake wrapper around someones arm. So you create a matte object for the arm... but the arm has a very very complex shape, hard to make your matte object match the contour exactly (there may even be motion blur, causing the edge to be "fuzzy")

This is solved by creating a mask in something like after effects/photoshop/etc. for the arm, in screen space, then putting mip_card_opacity on top of mip_matteshadow, then use mip_cameramap to screen-project your opacity map to the opacity slot of mip_card_opacity...... and you have a perfect outline of the arm, even though the geometry didn't match "perfectly". (You can even get away with a stupidly simple stand-in geometry for the arm, like a cylinder!)


/Z


Thanks so much this explanation is very helpfull.
rachid

deepcgi
09-26-2007, 06:17 AM
Has anyone created little xpm icons for these shaders? I live for icons and hate getting "Warning: File not found:..." errors when I open Hypershade.

NEO^AMiGA
09-26-2007, 09:15 PM
Hey

Maybe you or MasterZAP could write down how to connect and use this motion vector shader? Or maybe attach an example scene with it in use. Can't really get the hang of it.

What compprogram do you use your vector passes in? I want to use them in nuke with the vector blur node.

Problem is that Maya8.5 and Maya2008 have a bug...
If you have a Shutter Close = 0, mayatomr disable motion blur at all and no any motion vectors.
I found solution:
- Shutter Open = 1
- Shutter Close = 1
- Custom Motion Offset = On
- Motion Back Offset = 1
it gets motion vectors and no motion blur itself (and motion vectors in right place)

Maybe I miss something and it's possible to get motion vectors with shutter = 0?

Puppet|
09-27-2007, 07:51 AM
As I understand mip_motion_vector don't support nuke motion vectors format, Master Zap please correct me if I'm wrong.

But if you need it, you may use some another shader, for example my p_motion_to_rgb, it work fine with Nuke (and possible with new vector blur in DF 5.2).
You may find tutorial in docs in archive or online version here:
http://www.puppet.cgtalk.ru/shaders_p/docs/
direct link to 2d motion blur tutorial here:
http://www.puppet.cgtalk.ru/shaders_p/docs/2d_blur_motiontorgb.html
shaders pack you may dowload here:
http://www.puppet.cgtalk.ru/download/shaders_p_e.shtml and here is updated dll for Maya 2008 (win32 and win64 only):
http://www.puppet.cgtalk.ru/download/shaders_p_3.1.1_maya2008.zip

Sorry for offtopic.

MasterZap
09-27-2007, 08:12 AM
As I understand mip_motion_vector don't support nuke motion vectors format, Master Zap please correct me if I'm wrong.


Another motion vector format? Why can't these people just make up their mind? :rolleyes:

;)

So, what exactly is the "Nuke motion vector format". If I know that, I can either confirm or deny if it works, plus if not, add it in the next version....

As for "how to use it".

Now, this is kind of funny. When I wrote the docs, and actually designed the mip_motion* shaders was actually quite long ago.

Maya 2008 has added some "new" way to add output shaders which I couldn't quite figure out, so I used the one marked as "obsolete", which amusingly worked correctly; just make sure to check the "depth" and "motion vector" passes.

But it works fine even for a shutter=0 settin, so that "misfeature" (mentioned above) is indeed fixed in 2008/mental ray (i.e. no need for a 0.0001 shutter setting)

Here (http://z4p.com/prod/mip_motionblur.ma) is a file showing the motion blur and here (http://z4p.com/prod/mip_motionvector.ma) is one showing motion vector (same file, different output shader applied).

/Z

NEO^AMiGA
09-27-2007, 09:09 AM
Oooh! You added it almost like I did last night when I kinda got it to work. =) But would still be interesting with somekind of doc for it. Can't find anything in the maya2008 docs or in any subdir of the docs.

What I wonder is how the different settings in the mip_motion_vector shader affect the result. I had to crank my max Displace in my scene up to about 3000 or something to get a result. And what about the pixel threshold? can't see any difference no matter how I adjust it.

And the different framebuffer slots in the shader? Should they be used or left alone?

And I also got pretty rough edges on my tests but guess that is ok with a "vector pass".

I am not really the correct person to answer on how Nuke works with the vectors. But here is (http://www.vfxtalk.com/forum/nuke-uv-information-vectorblur-etc-t7513.html?t=7513&highlight=vector) an interesting thread about it.

Puppet: I do have some issues with your shader. I will start a new thread about that instead of taking it in here.

Big thanks to both Puppet and Zap for looking into this! =)))

Another motion vector format? Why can't these people just make up their mind? :rolleyes:

;)

So, what exactly is the "Nuke motion vector format". If I know that, I can either confirm or deny if it works, plus if not, add it in the next version....

As for "how to use it".

Now, this is kind of funny. When I wrote the docs, and actually designed the mip_motion* shaders was actually quite long ago.

Maya 2008 has added some "new" way to add output shaders which I couldn't quite figure out, so I used the one marked as "obsolete", which amusingly worked correctly; just make sure to check the "depth" and "motion vector" passes.

But it works fine even for a shutter=0 settin, so that "misfeature" (mentioned above) is indeed fixed in 2008/mental ray (i.e. no need for a 0.0001 shutter setting)

Here (http://z4p.com/prod/mip_motionblur.ma) is a file showing the motion blur and here (http://z4p.com/prod/mip_motionvector.ma) is one showing motion vector (same file, different output shader applied).

/Z

MasterZap
09-27-2007, 09:27 AM
Oooh! You added it almost like I did last night when I kinda got it to work. =) But would still be interesting with somekind of doc for it. Can't find anything in the maya2008 docs or in any subdir of the docs.

I'm working on getting docs online. Some minor technicalities. Please stay tuned.


What I wonder is how the different settings in the mip_motion_vector shader affect the result. I had to crank my max Displace in my scene up to about 3000 or something to get a result.

If you are not using floating point, then the "max_displace" is the maximum amount of motion (in pixels) your output values can express... since "red" encodes the X motion, if max_displace is 100, it means that "100% red" means 100 pixels to the right, and "0% red" means 100 pixels to the left. Similar for green.

max_displace=0 is a special value; then the values are related to image width and height instead. If your image is 1280x720, then "100% red" means 1280 to the right, "0% red" 1280 pixels to the left, "100% green" means 720 pixels upwards, "0% green" means 720 pixels downwards. This does not work well with 8 bit output files, so you would output to 16 bit files (or EXR/float) in this mode.


And what about the pixel threshold? can't see any difference no matter how I adjust it.


It culls out slow movement. So any movement less than this number of pixels is actually exported as no movement at all. This is because really slow pans you really dont want motion blur on, coz it just makes it look smeary... because the viewer will actually "track" the pan with the eyes and if you are "trackign" a moving object with your eyes, it wouldn't actually motion blur at all....

And the different framebuffer slots in the shader? Should they be used or left alone?


"Left alone" means "use defaults", which is what you want 90% of the time, unless you want to write your motion vector buffer to a separate frame buffer (which you can) which would mean you would set the "blur_fb" to the number of the buffer.


And I also got pretty rough edges on my tests but guess that is ok with a "vector pass".


Yeah, you can use the shader with a interpolation motion vector/depth map, but I'm not sure how to get maya to output that.... by default maya seems to generate a non-interpolated motion/depth buffer.

/Z

Puppet|
09-27-2007, 09:48 AM
Sorry, I was wrong and mip_motion_vector works fine with Nuke! :)
You just need enable 'Floating point Format' or remap 8bit to float. Both methods works fine.
Same graph in Nuke as with my shader :)


Master Zap, your settings for getting motion vectors have one defect in comparison with my one :)
For getting motion vectors in same place (phase) that beauty pass you should compute beauty pass with motion blur enabled too (as mb vectors) and it may slowdown mi generation, mostly for heavy scenes.

MasterZap
09-27-2007, 10:20 AM
Yeah, well, Maya has this odd behaviour of moving the time for motion blur renders... I don't quite get that......

...anway, the point is that you are "supposed" (i.e. the idea is) to create your motion vectors is the same render pass as your beauty. And use the "blur_fb" to write it to a separate one. Then you will have them in sync, guaranteed.

But your point is quite correct. Why is maya changing the time for motion blur renders? To match some maya software rendered blur, or ... (?)

/Z

alexx
09-28-2007, 09:55 AM
the mip_motion is really nice, but as being new to mental i really have a problem with rendering (as you proposed) the 2 framebuffers at once. (beauty and motion). i really dont get what the manuals say - and with the "blur fb": do you mean the "motion fb" in mip_motion?

if anyone could share some light on that for me that would be great :)

cheers

alexx

MasterZap
09-28-2007, 10:09 AM
Oops sorry it's called "result_fb". Mea Culpa ;)

1. Create a mental ray user buffer (from render globals)
2. Create a mental ray output pass (from camera)
3. Set output pass to "file" and "from user buffer", pick your user buffer
4. Set mip_motion_vector to output to buffer "0" (= the first user buffer)

See this file (http://www.z4p.com/prod/mip_motionvector2.ma)

/Z

alexx
09-28-2007, 11:02 AM
that will help a bit i guess..
but can you please take a look what my error might be?
like that:
http://img515.imageshack.us/img515/3701/framebuffersbe9.jpg

i get 2 images rendered, but both are the identical beauty images.

sorry for bringing such trivial questions to this techy thread :)

cheers

alex

MasterZap
09-28-2007, 11:06 AM
See my (edited) prev. message!

Did you miss step #3? In the output pass, you have to tell it to output the user buffer... otehrwise it just outputs the main buffer again....

/Z

alexx
09-28-2007, 11:09 AM
hehe.. just saw the first line before your edit :)

geez i was really close and already guessed the FBs start with zero.

thanx for helping me with that one. i appreciate that a lot.

yep i missed step 2, since adding the FB in the camera already gave me 2 images.

cheers & keep up the great work

alexx

IndieFly
09-28-2007, 03:25 PM
hey MasterZap,

just have to thank u so much for the example files and the explanations.

Been trying for so long to get my head around the framebuffers wich no success, but i feel i'm a lil way closer to grasping them after your posts!

cheers man!

djx
09-28-2007, 03:55 PM
Set mip_motion_vector to output to buffer "0"
Zap, is it possible to do something like this with other shaders, particularly mia_material_x?

I have had partial success with ctrl.buffers, but it always gets pretty messy.

thanks
--David

jooji
09-29-2007, 03:39 PM
Yeah, well, Maya has this odd behaviour of moving the time for motion blur renders... I don't quite get that......

...anway, the point is that you are "supposed" (i.e. the idea is) to create your motion vectors is the same render pass as your beauty. And use the "blur_fb" to write it to a separate one. Then you will have them in sync, guaranteed.

But your point is quite correct. Why is maya changing the time for motion blur renders? To match some maya software rendered blur, or ... (?)

I think i have figured it out. The custom motion offset parameter seems to be buggy. Essentially when its off it should not pass any offset value what so ever, but that doesnt seems to be the case, its still passing an offset of .5 though it has been greyed out which is why your getting a frame shift. Turning the offset on and putting an offset of 0, exactly alligns the mip_motion vector with a non motion blurred frame. You can essentially turn off offset after that and have a check, it will still be alligned cause that 0 value is still being passed. BUG. :)

achoury
09-30-2007, 12:56 AM
This warning can be safely ignored. The keyword in the message is "may" be dangerous, i.e. a shader that is returning a struct and that is connected to a "material root" needs to be *aware* of this (which mip_matteshadow is) or it may return "too much data" and muck things up.

If you don't like to see the error, you can connected mip_matteshadow1.result to some other shader and connect that shader to the shading group. A great tip is to use mip_card_opacity for this purpouse, because this gives you a way to do opacity mapping on the matte objects, which can be *very* useful.

For example, you want to do a snake wrapper around someones arm. So you create a matte object for the arm... but the arm has a very very complex shape, hard to make your matte object match the contour exactly (there may even be motion blur, causing the edge to be "fuzzy")

This is solved by creating a mask in something like after effects/photoshop/etc. for the arm, in screen space, then putting mip_card_opacity on top of mip_matteshadow, then use mip_cameramap to screen-project your opacity map to the opacity slot of mip_card_opacity...... and you have a perfect outline of the arm, even though the geometry didn't match "perfectly". (You can even get away with a stupidly simple stand-in geometry for the arm, like a cylinder!)


/Z

hi zap
i've one more question about the mip_card_opacity, how it work?
because when i set the opacity to 1, the scene is rendered with no error, but no alpha generated!
if i set the opacity to 0 in mip_card_opacity mental ray stop to finalise the image and stay generating
a Loop warning error in Outpout Window and stay like taht until i hit the Esc button
PHEN 0.3 error 051071: broke suspected infinite trace recursion
PHEN 0.5 error 051071: broke suspected infinite trace recursion
here with opacity set to 1 only color no alpha generated (pure white image)
http://xs119.xs.to/xs119/07390/mip_card_opacity_1_without_Alpha.jpg
here with opacity set to 0
http://xs119.xs.to/xs119/07390/mip_card_opacity_0_with_error.jpg
and here is the alpha
http://xs119.xs.to/xs119/07390/mip_card_opacity_0_alpha.jpg
so how to fix that ?!
thanks
rachid

ArianTibbs
10-03-2007, 03:21 AM
Hey all. I'm totally new to this side of mental ray, but I'm trying desperately to get the mip_motion_vector to work so I can output files that Real Smart Motion Blur can understand (in After Effects). Can anyone please write a quite step by step for a semi newbie user? I'm trying this route because I can't seem to get lm_2DMV to work with maya2008 on my quad g5. :(

Thanks for all your help!

achoury
10-03-2007, 04:10 AM
Hey all. I'm totally new to this side of mental ray, but I'm trying desperately to get the mip_motion_vector to work so I can output files that Real Smart Motion Blur can understand (in After Effects). Can anyone please write a quite step by step for a semi newbie user? I'm trying this route because I can't seem to get lm_2DMV to work with maya2008 on my quad g5. :(

Thanks for all your help!

zap has posted 02 examples for motionblur and vector blur
look here


Another motion vector format? Why can't these people just make up their mind? :rolleyes:

Here (http://z4p.com/prod/mip_motionblur.ma) is a file showing the motion blur and here (http://z4p.com/prod/mip_motionvector.ma) is one showing motion vector (same file, different output shader applied).

/Z
rachid

achoury
10-03-2007, 04:13 AM
Hey all. I'm totally new to this side of mental ray, but I'm trying desperately to get the mip_motion_vector to work so I can output files that Real Smart Motion Blur can understand (in After Effects). Can anyone please write a quite step by step for a semi newbie user? I'm trying this route because I can't seem to get lm_2DMV to work with maya2008 on my quad g5. :(

Thanks for all your help!

zap has posted 02 examples for motioblur and vector blur
lokk here

Another motion vector format? Why can't these people just make up their mind? :rolleyes:

Here (http://z4p.com/prod/mip_motionblur.ma) is a file showing the motion blur and here (http://z4p.com/prod/mip_motionvector.ma) is one showing motion vector (same file, different output shader applied).

/Z
rachid

edit: if you have a source code for lm_2DMV shader i can compil it for Maya2008

MasterZap
10-03-2007, 01:44 PM
hi zap
i've one more question about the mip_card_opacity, how it work?


Works fine here...


because when i set the opacity to 1, the scene is rendered with no error, but no alpha generated!
if i set the opacity to 0 in mip_card_opacity mental ray stop to finalise the image and stay generating
a Loop warning error in Outpout Window and stay like taht until i hit the Esc button


Sounds like you are connecting it wrong.

You would use something like:

mip_matteshadow.result => mip_card_opacity.input
mip_card_opacity => miMaterialShader of your shading group

/Z

MasterZap
10-03-2007, 01:49 PM
Hey all. I'm totally new to this side of mental ray, but I'm trying desperately to get the mip_motion_vector to work so I can output files that Real Smart Motion Blur can understand (in After Effects). Can anyone please write a quite step by step for a semi newbie user? I'm trying this route because I can't seem to get lm_2DMV to work with maya2008 on my quad g5. :(

Thanks for all your help!

If I recall corectly, pretty much the default settings should output what "Real Smart Motion Blur" wants, you just have to match up the "max displace" value with the similar value in ReelSmart, so look at the two examples I posted.

In After Effects, you add the motion vectors pass as a separate (hidden) layer an reffer to that in the "RSMB Vectors" plugin. I tried it w. version 3.0 and it works fine.

/Z

achoury
10-03-2007, 03:20 PM
Works fine here...



Sounds like you are connecting it wrong.

You would use something like:

mip_matteshadow.result => mip_card_opacity.input
mip_card_opacity => miMaterialShader of your shading group

/Z

Yes the connection was wrong! i've replaced the "mib_color_alpha" with "mip_card_opacity"
now it work fine
thanks zap for your help

Eshta
10-12-2007, 05:18 PM
we have combustion and toxik at work (along with other Autodesk products like flame and such) , anyone know how to use these motion vectors with them.. I think I’m missing something!

I might be asking in the wrong thread

Thanks in advanced

MasterZap
10-12-2007, 06:15 PM
Doubt that; floating point format "2" is specifically the "Toxik compatible" version.

/Z

Eshta
10-12-2007, 06:58 PM
Doubt that; floating point format "2" is specifically the "Toxik compatible" version.

/Z

Hum so you say that it should work with toxik…? no need for plugins...
sorry but I was told I need a pluing like “ReelSmart”
http://www.revisionfx.com/products/rsmb/downloads/
(it’s not free)

And I have to make the decision for the company.

Ash-Man
10-12-2007, 06:59 PM
Hum so you say that it should work with toxik…? no need for plugins...
sorry but I was told I need a pluing like “ReelSmart”
http://www.revisionfx.com/products/rsmb/downloads/
(it’s not free)

And I have to make the decision for the company.

Well if it’s the company money , then go for it why not!
LOL

MasterZap
10-13-2007, 06:40 AM
Hum so you say that it should work with toxik…? no need for plugins...
sorry but I was told I need a pluing like “ReelSmart”
http://www.revisionfx.com/products/rsmb/downloads/
(it’s not free)

And I have to make the decision for the company.

I am not a Toxik expert in any way, shape or form, and have actually never run the product myself, so I really don't know what is included in the "Base package" or not.

I know that the format output in this mode from mip_motionvector is the format Toxik "expects", and I know that I generated a demo of my "dancing hulk" thing which was used as a demo of some form of "Toxik re-timing-based-on-motion-vector feature" already some year ago. So I know the format is "correct", but I have no idea how you would actually use it in Toxik, or what you can do with it in Toxik once it's there.

It may be like in AfterEffects, yes, there is a motion vector "format" it understands but the base AE (from what I know, was a few years since I used it) doesn't actually include a motion blur shader per se.

So to make a long story short... I have no idea ;)

/Z

Bitter
10-20-2007, 10:03 PM
// Internal MentalRay Nodes. Not meant to be used with Maya.

if ($nodeType == "misss_physical_phen" ||
$nodeType == "mip_card_opacity" ||
$nodeType == "mip_matteshadow" ||
$nodeType == "mip_matteshadow_mtl" ||
$nodeType == "surfaceSampler")
return "rendernode/mentalray/material";


if ($nodeType == "mip_rayswitch" ||
$nodeType == "mip_rayswitch_advanced" ||
$nodeType == "mip_cameramap" ||
$nodeType == "mip_mirrorball" ||
$nodeType == "mip_grayball")
return "rendernode/mentalray/texture";


if ($nodeType == "mip_rayswitch_environment")
return "rendernode/mentalray/environment";


if ($nodeType == "mip_motionblur" ||
$nodeType == "mip_motion_vector")
return "rendernode/mentalray/output";


if ($nodeType == "mip_gamma_gain" ||
$nodeType == "mip_render_subset")
return "rendernode/mentalray/lens";

return "";

}

Oddly enough this doesn't work for me. I get a bunch of delightful errors:


// Error: (Mayatomr.Nodes) : Shader declaration "mip_rayswitch" has not been loaded - node type ignored. //

// Error: (Mayatomr.Nodes) : Shader declaration "mip_rayswitch_advanced" has not been loaded - node type ignored. //

// Error: (Mayatomr.Nodes) : Shader declaration "mip_rayswitch_environment" has not been loaded - node type ignored. //

// Error: (Mayatomr.Nodes) : Shader declaration "mip_card_opacity" has not been loaded - node type ignored. //

// Error: (Mayatomr.Nodes) : Shader declaration "mip_motionblur" has not been loaded - node type ignored. //



Whaaaat am I missing? I removed the extra return ""; in the script because they were redundant apparently. I received more errors when the script ran.

achoury
10-20-2007, 11:21 PM
// Internal MentalRay Nodes. Not meant to be used with Maya.

if ($nodeType == "misss_physical_phen" ||
$nodeType == "mip_card_opacity" ||
$nodeType == "mip_matteshadow" ||
$nodeType == "mip_matteshadow_mtl" ||
$nodeType == "surfaceSampler")
return "rendernode/mentalray/material";


if ($nodeType == "mip_rayswitch" ||
$nodeType == "mip_rayswitch_advanced" ||
$nodeType == "mip_cameramap" ||
$nodeType == "mip_mirrorball" ||
$nodeType == "mip_grayball")
return "rendernode/mentalray/texture";


if ($nodeType == "mip_rayswitch_environment")
return "rendernode/mentalray/environment";


if ($nodeType == "mip_motionblur" ||
$nodeType == "mip_motion_vector")
return "rendernode/mentalray/output";


if ($nodeType == "mip_gamma_gain" ||
$nodeType == "mip_render_subset")
return "rendernode/mentalray/lens";

return "";

}

Oddly enough this doesn't work for me. I get a bunch of delightful errors:



Whaaaat am I missing? I removed the extra return ""; in the script because they were redundant apparently. I received more errors when the script ran.

hi

just edit the script "mentalrayCustomNodeClass.mel" and remove all the words "mip_"
like Zap said
for more details go here: http://mymentalray.com/wiki/index.php/Production_shader_library
rachid

djx
10-21-2007, 05:53 AM
Bitter: I got those errors when I had the beta mi framebuffer shaders installed. Cant say more than that I guess.

-- David

Bitter
10-21-2007, 04:24 PM
I got it to open now, it was the mip naming issue.

These will be nice toys until they become 'supported'. As for the framebuffers. . .just when I got them running in 8.5 they go and change things. :shrug:

MasterZap
10-22-2007, 04:09 PM
Ok guys, it took a little while due to a webmaster on holiday but

HERE IS THE DOCUMENTATION (http://www.mentalimages.com/2_1_8_documents/production.pdf).

More on the blog...

/Z

Ash-Man
10-22-2007, 04:19 PM
Ok guys, it took a little while due to a webmaster on holiday but

HERE IS THE DOCUMENTATION (http://www.mentalimages.com/2_1_8_documents/production.pdf).

More on the blog...

/Z

Thanks Zap
I'm guessing you didn't update the BLOG yet.... I didnt see any entry regarding these shaders ;)

MasterZap
10-22-2007, 04:27 PM
Oh yes, what I meant is, more to follow on the blog later.

I havn't put anything there until I was sure the docs was out. So ... I'm workin' on it.

/Z

MasterZap
10-22-2007, 04:32 PM
Oh yes, what I meant is, more to follow on the blog later.

I havn't put anything there until I was sure the docs was out. So ... I'm workin' on it.

/Z

ovendelon
10-22-2007, 06:05 PM
for ( $me < $end_of_time)
do
{
Thank You! Thank You! Thank You! Thank You!
}

achoury
10-22-2007, 07:26 PM
thank a lot for the doc zap!
but i stil have problem when i setup the mip_motion_blur and mip_motion_ vector with Zdepth enabled ! how to fix that?
sory for the external link

hi
here is what i get when i rendered the two scenes from zap, with Depth channel (Zdepth) enabled in Renderable cameras and i've tested all the format iff-tif- 32bit float- hdr-exr, and it's gave the same thing
so anyone here can tell me what goes wrong?
why we can't use mip_motion_vector and mip_motionblur with Zdepth?

witout Zdepth
http://img222.imageshack.us/img222/1112/motionblurwithoutzdepthic4.jpg

with Zdepht enabled
http://img222.imageshack.us/img222/9526/motionblurwithzdepthxs2.jpg

witout Zdepth
http://img216.imageshack.us/img216/2219/motionvectorwithoutzdepsj4.jpg

with Zdepht enabled
http://img215.imageshack.us/img215/4131/motionvectorwithzdepthao4.jpg

sory for my english
thanks
rachid

rachid

Spacelord
10-23-2007, 12:40 AM
The Pdf looks very helpfull, thanks ZAP.

cheers

MasterZap
10-23-2007, 12:49 AM
thank a lot for the doc zap!
but i stil have problem when i setup the mip_motion_blur and mip_motion_ vector with Zdepth enabled ! how to fix that?
sory for the external link


Don't have an answer to that one yet, sorry.

Could be that enabling that "Z element" changes something in how the actual Z data is stored (maya may put in "it's own peculiar thing" into the depth buffer) and my shader isn't prepared for it.

It is precicely for weeding out such unforseen issues that we made these shaders available in this way this release.

/Z

MAV4d
10-23-2007, 05:48 AM
i love the Render. Smile. at the end of the tutorial

thanks again Zapster

achoury
10-23-2007, 11:06 AM
Don't have an answer to that one yet, sorry.

Could be that enabling that "Z element" changes something in how the actual Z data is stored (maya may put in "it's own peculiar thing" into the depth buffer) and my shader isn't prepared for it.

It is precicely for weeding out such unforseen issues that we made these shaders available in this way this release.

/Z

Thanks for the response Zap
So waiting for new release!

i've another question about theses nice shaders, is it possible to setup image sequence rather than fixed image plane in background?
http://forums.cgsociety.org/showthread.php?f=87&t=541718&page=2&pp=15

thank's
rachid

MasterZap
10-23-2007, 01:14 PM
Thanks for the response Zap
So waiting for new release!

i've another question about theses nice shaders, is it possible to setup image sequence rather than fixed image plane in background?
http://forums.cgsociety.org/showthread.php?f=87&t=541718&page=2&pp=15

thank's
rachid

I don't know how you make image sequences in maya, but yes, you should be able to do that yes.

/Z

achoury
10-23-2007, 01:53 PM
I don't know how you make image sequences in maya, but yes, you should be able to do that yes.

/Z

hi Zap

in Maya file texture you have attribute to check for loading sequences images Use Image Sequence

in Mrfmaya file texture there is no way to load sequence Image
so how can i do that?

sorry for my english
rachid

Olegr
10-23-2007, 03:00 PM
Something odd happened while I was testing the new shaders. Everything worked well on the picture of my desk with a small car looking object on it. But then at some point the background and my groundplane started using different intensities. I use a tonemapper, but even with it disconnected the intensities are different.

The problem was mip_cameramap and the Degamma setting only working for my plane, not the background.

MasterZap
10-23-2007, 03:40 PM
Maya?

Forgot to turn down your "image plane" in your camera (which won't degamma, unfortunately)?

/Z

Olegr
10-23-2007, 06:45 PM
Maya, yes. And the problem was the opposite. My background was correct gamma. Plane was wrong. Fixed it by setting the degamme in the framebuffer. How does the image plane interfere with the mip_* shaders? I used the image plane for visual feedback when setting up my objects, so I guess I should have turned it off after.

Ash-Man
10-23-2007, 07:11 PM
Maya, yes. And the problem was the opposite. My background was correct gamma. Plane was wrong. Fixed it by setting the degamme in the framebuffer. How does the image plane interfere with the mip_* shaders? I used the image plane for visual feedback when setting up my objects, so I guess I should have turned it off after.

I’m sure I’ll get corrected on this one (hint hint Master Zap) :)

My take is the mip_cameramap adds the background image to the render
So if you have both the mip node along with the camera background , you are bound for a conflict

If you open Zap’s file you will notice he disabled the render for the image plane

yenvalmar
10-24-2007, 07:10 PM
Hey all. I'm totally new to this side of mental ray, but I'm trying desperately to get the mip_motion_vector to work so I can output files that Real Smart Motion Blur can understand (in After Effects). Can anyone please write a quite step by step for a semi newbie user? I'm trying this route because I can't seem to get lm_2DMV to work with maya2008 on my quad g5. :(

Thanks for all your help!

i am reading this thread for the exact same reason. just got this awesome power mac but i cant friggin motion blur on it aughhhh. guess its time to learn the "professional" way :)

ftaswin
10-26-2007, 02:50 AM
excuse me guys,

with 8.5 I put my shaders on the network and just point the folders through my maya.env without touching .rayc at all and it worked fine.

Now after we installed Maya 2008 it always come up with an error message:

Error: (Mayatomr.Nodes) : Shader declaration "*all mr shaders*" has not been loaded - node type ignored.

I even add the original path of MR shaders into my maya.env (c:\program Files..bla bla..\include;\lib) and it still did not work. I think the maya.env is the problem because as soon as I took it out it reads the shaders on C drive.

But now how do I can point my shaders on the server? By the way, are all custom shaders has to be recompile for Maya 2008??? (Mix8, bumpCombiner, etc)

Thank youuu...

Visor66
10-26-2007, 07:04 AM
I wonder if these shaders also work for animated integration shots, I mean character animation + some camera movements! Would someone recommend to use these shaders in that case also, or is it really just working for one angle and stills?

achoury
10-26-2007, 10:21 AM
excuse me guys,

with 8.5 I put my shaders on the network and just point the folders through my maya.env without touching .rayc at all and it worked fine.

Now after we installed Maya 2008 it always come up with an error message:

Error: (Mayatomr.Nodes) : Shader declaration "*all mr shaders*" has not been loaded - node type ignored.

I even add the original path of MR shaders into my maya.env (c:\program Files..bla bla..\include;\lib) and it still did not work. I think the maya.env is the problem because as soon as I took it out it reads the shaders on C drive.

But now how do I can point my shaders on the server? By the way, are all custom shaders has to be recompile for Maya 2008??? (Mix8, bumpCombiner, etc)

Thank youuu...

hi
If you still have a path of maya 8.5 in your env.OS system just delete that path
path = x:\Autodesk\Maya8.5\bin;X:\Autodesk\Maya2008\bin

here is my path to custom shader
MI_CUSTOM_SHADER_PATH = D:\Alias\CustomShader\include
MI_LIBRARY_PATH = D:\Alias\CustomShader\lib

hope this can solve your pb
rachid

LuisTelesforo
11-03-2007, 11:37 PM
MasterZap, can you give some hints on how to get the look of those alien globules with the mia_light_surface?
Messing around with it and I can’t get it to work properly :curious:



achoury, thats a good point how can we load a file sequence with a mrfmaya file texture?


Regards

achoury
11-04-2007, 01:08 AM
...
achoury, thats a good point how can we load a file sequence with a mrfmaya file texture?
Regards

Hi
Just replace the mentalray texture node with maya file node and load your sequence image with Use Image Sequence cheked.
Sometimes you need to set the extention before the number to work, i don't know why!
name.ext.# rather than name.#.ext
exp: file.tga.0001
hope this help!

rachid

Speculart
11-17-2007, 11:55 PM
in my version of Maya (8.5) on mac, the custom shader mel script only has this...

// Internal MentalRay Nodes. Not meant to be used with Maya.

if ($nodeType == "misss_physical_phen" ||
$nodeType == "surfaceSampler" )

return "rendernode/mentalray/internal";

return "";
}


Does this mean all these cool shaders are not available?
Sorry if this is an obvious question

djx
11-18-2007, 05:54 AM
Speculart, you could try editing that file and changing "internal" to "material". This works for the mip shaders in maya2008, so maybe the same will be true in your case.

-- David

cbamber85
11-19-2007, 01:45 AM
Hi all, I've been playing with the mip_matteshadow shader and it does everything it should, no problem. However, for the very simple test scene I created, I require a caustic refraction effect to fall on a plane with the mip_matteshadow shader applied. I read in the mental images Production Shader pdf that it doesn't support photons itself, but the mip_matteshadow_mtl phenomena does.

So I swapped them over (retaining the mip_cameramap connections) and adjusted the settings - but now my plane appears as a big black square in my render with not even shadows falling on it (according to the alpha channel).

I'm a newb to the more advanced shading techniques, so could someone please tell me if there's a different way to apply the mip_matteshadow_mtl? Or am I doing something even more glaringly wrong!?

Thanks.

calmasacow
11-20-2007, 03:20 PM
Are the icons for these shaders supposed to be missing or am I missing something?

// Warning: File not found: render_mip_cameramap.xpm //
// Warning: File not found: render_mip_card_opacity.xpm //
// Warning: File not found: render_mip_matteshadow.xpm //
// Warning: File not found: render_mip_matteshadow_mtl.xpm //
// Warning: File not found: render_mip_rayswitch.xpm //
// Warning: File not found: render_mip_rayswitch_advanced.xpm //
// Warning: File not found: render_surfaceSampler.xpm //
// Warning: File not found: render_mip_grayball.xpm //
// Warning: File not found: render_mip_mirrorball.xpm //
// Warning: File not found: render_mip_rayswitch_environment.xpm //
// Warning: File not found: render_mip_gamma_gain.xpm //
// Warning: File not found: render_mip_render_subset.xpm //
// Warning: File not found: render_mip_motionblur.xpm //

RevisionPierre
12-03-2007, 03:17 AM
It may be like in AfterEffects, yes, there is a motion vector "format" it understands but the base AE (from what I know, was a few years since I used it) doesn't actually include a motion blur shader per se.

So to make a long story short... I have no idea ;)

/Z


ReelSmart Motion Blur works in Combustion like in AE (Combustion supports AE compatible plugins). There is also a built-in motion blur tool in Combustion which would require you to use the gbuffer thing in Combustion to place the rendered MV into the gbuffer... not sure how well the native one works. RSMB also works in Toxik. I think what you call Toxik mode, is called Max mode in Toxik UI... I have not tried it but from the description it could be used by setting the vector scale X in RSMB.

Pierre@revisionfx.com (http://forums.cgsociety.org/Pierre@revisionfx.com)

spurv
12-05-2007, 05:31 PM
Can i use this production shaders in XSI?

ondudengrund
12-05-2007, 06:22 PM
Is it just me that have done somthing totally wrong or is there a bug when rendering somthing, through a camera with a mip_motionblur connected, that has a mentalray subdivision approximation on it ?

when i render somthing with subdivision approximation and mip_mblur, the render time goes sky high and stuff like physical_sun stops working properly and the subdivided objects gets motionblur even through they are not moving !

is it a bug ? or are there a solution ?

thorsten hartmann
12-05-2007, 06:48 PM
yes that´s work,

you can all spdl-file for the shader download on the gmrf or xsibase.

GMRF (german): http://forum.german-mentalray-wiki.info/viewtopic.php?t=1061

xsibase (english): http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=33345;start=0

mfg
hot chip

bjoern
12-10-2007, 12:25 PM
Hi Guys and Mr Zap

I downloaded the the "mip_motionblur" scene prepared by Zap.
I loaded it (maya2008) and just hit batchrender. And then, I got this:
In Photoshop I changed the Backroundcolor to see the problem better....

http://www.bjoerngromoll.com/Forums/CGTalk/productionshader/mip_motionblur.JPG

So, do I have to do something more....
I mean, here is somthing wrong right? :(

bjoern
12-10-2007, 06:02 PM
and here tow pictures that making the problem more clear:

With Motionblur (AA is 0/2)

http://www.bjoerngromoll.com/Forums/CGTalk/productionshader/MB.jpg

The same settings just without the mib_motionblur shader....
http://www.bjoerngromoll.com/Forums/CGTalk/productionshader/MB_off.jpg

So, do I have to do that the shader works right...?!
thx for any help :)

Puppet|
12-10-2007, 06:36 PM
Do you have correct alpha?
White background is white plane or environment?
You need correct alpha for torus.

bjoern
12-10-2007, 08:00 PM
here is the file: mib_motionblur.zip
(http://www.bjoerngromoll.com/Forums/CGTalk/productionshader/mip_motionblur.zip%20)
the Enviroment is set to white but only to see the problem better...
It does'nt matter witch env color you set. The Problem stays.

You can also download the Zap's file (http://z4p.com/prod/mip_motionblur.ma). Witch is also simple not working.

Btw. the Alpha has in the file the sameProblem. Do you know a solution Puppet? :) Or did you got it running?

shoox
12-30-2007, 01:33 PM
ere is the file: mib_motionblur.zip
(http://www.bjoerngromoll.com/Forums/CGTalk/productionshader/mip_motionblur.zip%20)
the Enviroment is set to white but only to see the problem better...
It does'nt matter witch env color you set. The Problem stays.

You can also download the Zap's file (http://z4p.com/prod/mip_motionblur.ma). Witch is also simple not working.

Btw. the Alpha has in the file the sameProblem. Do you know a solution Puppet? :) Or did you got it running? __________________
regards
bjoern


i have the same Problem :sad:

Shy78
01-09-2008, 08:25 PM
I'm getting error when i open maya

// Warning: File not found: render_mip_motionblur.xpm //

Can somebody tell me how i can fix this?

Kel Solaar
01-10-2008, 11:14 AM
I'm getting error when i open maya

// Warning: File not found: render_mip_motionblur.xpm //

Can somebody tell me how i can fix this?

You'll need to draw some icons and put them in your "maya\2008\prefs\icons" directory :)

Shy78
01-10-2008, 01:08 PM
Thanks for the reply Kel Solaar. This is what i did:

I've made a bmp file than converted it to a xmp file so it is a icon file.
I gave the icon file the following name:

render_mip_motionblur.xpm

and put it in my "maya\2008\prefs\icons" directory. The error is now gone but a new one poped up :(

// Warning: File not found: render_mip_gamma_gain.xpm

Then i've made a new icon for this error the same way and that error disappeared but than it complained that another xpm file was not found!

Does it really matter that maya can't find the xpm file; and are these shader not working (for which maya can't find *.xpm file )?

What exactly do the xmp files do? Do i have to make for each error an icon?

Thanks in advance!
Greetz

CarlRiver
01-10-2008, 06:53 PM
It doesn't matter if there is no xpm file for the shader. This is just the icon that gets displayed in the Hypershade next to the node name. It may though help on keeping track of the nodes used in your shading network.
You will keep receiving error messages until you actually have created an icon for every production shader node. Hopefully master zap will provide some in the future.

Shy78
01-11-2008, 10:29 AM
Oke, thanks. Than i will make no extra icons anymore. Just have to look carefully at the hypershade network.

Kel Solaar
01-11-2008, 10:33 AM
Thanks for the reply Kel Solaar. This is what i did:

I've made a bmp file than converted it to a xmp file so it is a icon file.
I gave the icon file the following name:

render_mip_motionblur.xpm

and put it in my "maya\2008\prefs\icons" directory. The error is now gone but a new one poped up :(

// Warning: File not found: render_mip_gamma_gain.xpm

Then i've made a new icon for this error the same way and that error disappeared but than it complained that another xpm file was not found!

Does it really matter that maya can't find the xpm file; and are these shader not working (for which maya can't find *.xpm file )?

What exactly do the xmp files do? Do i have to make for each error an icon?

Thanks in advance!
Greetz



As a general note be carefull that if u convert your icon from XNView the header from the XPM file generated by XNView is a little bit different than those from Maya, open your icon in a text editor , you should be able to see the difference, its pretty easy to correct (one word to add/change or remove in the first line if i remember).

Edit : Icon are just not needed, but its nicer to have them so your hypershade is beautifull :)

JasonHunken
01-21-2008, 07:52 AM
Thank you oh brilliant one (Zap) for your enlightenment has eased my learing process. I was searching for a better explanation on BDRF and the new mia shaders in Maya and I stumbled onto your blog which also lead me here. I haven't posted on here in ummm... ages but I've book marked your blog as a great reference and I'm going to convince myself to start chatting in this community again.

Als
02-05-2008, 02:32 PM
Are production shaders working with maya 8.5?

Thanks


Als

RingoStar
03-14-2008, 12:23 PM
Hi guys,

i just tried to render a float movec pic with the example scene (motion_vector_2) from Zap. I switched to 32 bit and set floating point mode to 1. (Are there other useful values for that ?)
I can't get a working pic as it is always clamped. If i don't render to a buffer (set reultFB to empty) I get a nice 32bit image with correct movecs. How is that ?

Eshta
03-17-2008, 03:05 PM
I tried the motion vectors with my mesh and it worked fine, however it didnt see the aprticles...:(

RingoStar
03-17-2008, 03:40 PM
It seems to work when batchrendering ...

Eshta
03-17-2008, 07:19 PM
It seems to work when batchrendering ...

did you mange to make it work with particles (motion vectors)
thanks

Ash-Man
03-17-2008, 08:42 PM
we have combustion and toxik at work (along with other Autodesk products like flame and such) , anyone know how to use these motion vectors with them.. I think I’m missing something!

I might be asking in the wrong thread

Thanks in advanced

http://www.studiodaily.com/main/training/9011.html

residentcoppa
04-29-2008, 05:04 PM
thanks for all this info

Having a small problem here

I have a bottle and want to put a a round label on it ( picture + alpha )

I tried the mip card opacity but the result is not what i wanted

Can anyone one point me the right way of using the mip card opacity please?

r.

residentcoppa
04-29-2008, 10:46 PM
Ok my mistake ...
For some reason the tiff and psd files with alpha didn´t work but the targa worked ok


Anyway i have a new question
I realised that my camera image plane is aftecting the matte shadows of the objects between the camera and the plane
If they are behind the plane i get the matteshadows fine
If i put the object half way the plane i get half of the shadow

so the plane is working as some kind of mask to my shadows
How can i disable that ?

many thanks

davegreenwood
05-05-2008, 08:27 AM
Hi all,

I think there is a problem using image sequnces. I set up a scene similar to mip_matteshadow2.ma but using my own image files, etc. The difference being I used a sequence of images for the image plane and for the map connection in mip_cameramap. In maya 2008 the setup works fine, and when I scrub the slider to any frame and render the current frame, everything is as expected. However, when I go to batch render, the image sequence sticks on the first frame...
To test where the problem lies, I set up a very simple scene with my camera looking at a plane with a surface shader, with my sequence files. This renders fine, so I don't have a problem with my particular hardware etc. Then on a second computer, I took MasterZaps mip_matteshadow2.ma scene, and swapped his single image for my sequence, again in maya scrubbing works fine, but no frame progression with batch render. Of course mentalrayTexture doesn't support sequence, so I used a maya file node instead, and also tried it with the movie texture. I also tried different file naming conventions, all with the same result.
Anyone else having the same problem?
I'd much appreciate any help if possible.
Many thanks
Dave.

davegreenwood
05-05-2008, 02:53 PM
a bit more info to add to my previous post:
instead of using a maya file node to load my sequence, I used an expression to cycle frames into the mentalrayTexture:

string $path = "sourceimages/Sequence2/CorrectedSeq.jpg.";
string $ext = "000";
int $frm = frame;

if ($frm < 10) $ext = ("00"+$frm);
else
if ($frm < 100) $ext = ("0"+$frm);

if ($frm >99) $ext = $frm;

setAttr -type "string" mentalrayTexture2.fileTextureName ($path+ $ext);

Again, all is as expected when scrubbing in maya and rendering the current frame, and yet the batch render sticks on the first frame...
Dave

Bitter
05-05-2008, 07:21 PM
Shot in the dark, tried killing the "optimize animation detection" in the render settings?

davegreenwood
05-05-2008, 08:12 PM
well, I've got it to work.
I rebuilt the shader network a piece at a time, but when I came to connect up the mip_cameramap to my scene geometry I used a dgs material instead of the initial Lambert used in the examples. I'm not sure if that was the solution as I haven't been back to a lambert to see if it breaks again, but if anyone else has the same problem, it would be worth a try.

Cheers
Dave.

yassein
05-05-2008, 10:19 PM
hi all
here is my test with mr zap settings
i hope you like it
http://img87.imageshack.us/img87/5884/testyh1.jpg

and here is the icon i convert some imgs and its worck ok
http://img87.imageshack.us/img87/1769/mrzapsh8.jpg
jast copy xpm files to this path
C:\Program Files\Autodesk\Maya2008\icons
http://www.filefactory.com/file/29b3f6/

robozyt
06-24-2008, 02:35 PM
Is it just me that have done somthing totally wrong or is there a bug when rendering somthing, through a camera with a mip_motionblur connected, that has a mentalray subdivision approximation on it ?

when i render somthing with subdivision approximation and mip_mblur, the render time goes sky high and stuff like physical_sun stops working properly and the subdivided objects gets motionblur even through they are not moving !

is it a bug ? or are there a solution ?

First of all thanks to MasterZap for these great shaders!
Just like ondudengrund, I encountered the same bug when I tried to render a scene with some meshes having a subdivision approximation node applied to them. I cancelled the render after 5 minutes waiting for mental ray to begin.
Anyone knowing a solution for this problem yet (besides subdividing my meshes before the render)?

cheers,
robo

JayHoo
07-01-2008, 01:47 PM
Hi,
i have a question about the shadow input of the mip_rayswitch. When I change the color nothing changes. What does this slot actually mean? Change the color of the shadow or change the color of the shadowed area of the object?

I need an alternative for the surfaceLuminance method to shade the shadowed part differently to the enlightened part.

ScallyFox
07-28-2008, 01:59 PM
MasterZap, thanks a lot for example scenes and clean explanations!! It works really nice!:applause:

davegreenwood - how did you make it work with the image sequence? Can you upload a test scene?

yassein - your icons are really nice, but the link is unavailable now. Can you put them somewhere again for download? Thanks in advance:love:

khitan
07-29-2008, 11:04 AM
I have the same problem , tried all the things you described above. I even tried disable 7 of the dual-quadcores and render locally . But nothing helps. Did you manage to get it work with initial lambert as ShadingGroup for the mip_cameramap shader?

well, I've got it to work.
I rebuilt the shader network a piece at a time, but when I came to connect up the mip_cameramap to my scene geometry I used a dgs material instead of the initial Lambert used in the examples. I'm not sure if that was the solution as I haven't been back to a lambert to see if it breaks again, but if anyone else has the same problem, it would be worth a try.

Cheers
Dave.

sabungero
08-02-2008, 03:27 PM
http://img.photobucket.com/albums/v72/balbas/deleteMe.jpg

hello

i get this when i try rendering with maya's motion vectors...whats causing this anyway? the deadline is quite near so i need to solve this ASAP :(

thanks Zap for pointing the way. you are a real life saver!



EDIT: hey guys...i found the solution...this was pretty dumb of me hehehe i forgot to check motion vectors in the secondary output folder...silly me...sorry for wasting your time and bandwidth

berniebernie
10-17-2008, 02:50 PM
Hello guys

I've downloaded master zap's test files for motion vectors and they render fine with the default cam, but as soon as i try to mimic the connections to a new camera the motion vector just fails. I'll post the scene later on; but if anyone has done it properly I would be curious to know how (from point 0 - new scene, create a camera)

Alternatively, I've used LM2DV too and we have toxik at school, and I was not able to use the vector blur information properly (and I did check the project settings so as they would be the good import options for vector information)

oglop
11-04-2008, 06:44 AM
hey master zap , thank you for your scene file.

we have purchased the plugin here in our studio, as the re:vision tech support guys says, we should always use at least 16 bit motion vector images, or floating point images to get better result. but how do i do that with your scene file?

i tried setting the mip_motion_vector shader-->floating point format to 1, and set sencondary output pass --> framebuffers --> color to float, and then then frame buffer settings in render settings to rgba 4x32bit, right?

but i didn't get the image expected .

http://img527.imageshack.us/img527/6809/wrongop1.th.jpg (http://img527.imageshack.us/my.php?image=wrongop1.jpg)

jasonhuang1115
11-04-2008, 04:42 PM
Hi, yassein,

Would you mind re-upload those icons? I just enable those shader couple weeks ago and found this thread. It would be great to have some beautiful icons for those production shaders.

Thanks.

hi all

and here is the icon i convert some imgs and its worck ok
http://img87.imageshack.us/img87/1769/mrzapsh8.jpg
jast copy xpm files to this path
C:\Program Files\Autodesk\Maya2008\icons
http://www.filefactory.com/file/29b3f6/

fr3drik
11-06-2008, 11:39 AM
Sorry, I was wrong and mip_motion_vector works fine with Nuke! :)
You just need enable 'Floating point Format' or remap 8bit to float. Both methods works fine.
Same graph in Nuke as with my shader :)


Master Zap, your settings for getting motion vectors have one defect in comparison with my one :)
For getting motion vectors in same place (phase) that beauty pass you should compute beauty pass with motion blur enabled too (as mb vectors) and it may slowdown mi generation, mostly for heavy scenes.

Puppet,
What exactly did you do in order to make the mip_motionvector.ma render work inside of Nuke?
I've connected the VectorBlur node after the LM_2DMV node but I cannot get the blur to look right at all. It's as if the blur is static throughout the whole sequence.

Also, I'm having problems just hooking the mip_motion_vector shader with my camera in another scene. The image plainly won't render.

Any ideas?

Edit: Puppet, your motion_to_rgb shader works great though!

yassein
11-08-2008, 12:43 PM
Hi, yassein,

Would you mind re-upload those icons? I just enable those shader couple weeks ago and found this thread. It would be great to have some beautiful icons for those production shaders.

Thanks.
Sorry for my late reply
http://www.zshare.net/download/50740950228eea48/

jasonhuang1115
11-08-2008, 02:41 PM
Not a problem. Thank you so much, yassein!

Sorry for my late reply
http://www.zshare.net/download/50740950228eea48/

phix314
11-09-2008, 12:24 AM
Zap.. you are the man. This is exactly what I've been waiting for!!

You've got a gift... thanks for sharing it :)

delaque
03-11-2009, 04:14 PM
Oops sorry it's called "result_fb". Mea Culpa ;)

1. Create a mental ray user buffer (from render globals)
2. Create a mental ray output pass (from camera)
3. Set output pass to "file" and "from user buffer", pick your user buffer
4. Set mip_motion_vector to output to buffer "0" (= the first user buffer)

See this file (http://www.z4p.com/prod/mip_motionvector2.ma)

/Z

Hello Folks,

does anyone know how this works in maya 2009, since the user buffer option has disappeared??

All the best,
del

achoury
03-11-2009, 05:06 PM
Hello Folks,

does anyone know how this works in maya 2009, since the user buffer option has disappeared??

All the best,
del

Hi
Drag and drop the mip_motionblur Node or the mip_motion_vector Node over the cameraShape
in the connection editor choose message from the left side to mentalRayControls => miOutputShader
or typing this command in the Script Editor
for the mip_motionblur:
connectAttr -f mip_motionblur1.message cameraShape1.miOutputShader;
for the mip_motion_vector:
connectAttr -f mip_motion_vector1.message cameraShape1.miOutputShader;thats' all

/Rachid

delaque
03-14-2009, 06:46 PM
Thank you achoury!!
I also figured out that just creating a new Output Shader Pass set to Buffer Type "Motion" (and Image Format .exr) does the same thing.

Next question:
i was wondering how to make an motion blur pass with alpha info...

Eg. for polyplanes with alpha channels in the texture (used to make simple hair)

When those hairs a moving in front of the face i get mv info on the whole plane geo that blurs parts of the face too.
would it be possible to include the alpha info in the mv without rendering the covering hairs on a seperate render layer?

cheers,
del

RevisionPierre
03-14-2009, 09:12 PM
Thank you achoury!!


Next question:
i was wondering how to make an motion blur pass with alpha info...

Eg. for polyplanes with alpha channels in the texture (used to make simple hair)

When those hairs a moving in front of the face i get mv info on the whole plane geo that blurs parts of the face too.
would it be possible to include the alpha info in the mv without rendering the covering hairs on a seperate render layer?

cheers,
del


1. Depending what you need it for, I presume as per your explanation that your texture is moved by the polyplane: so all you need is the RGBA of the hair (the beauty pass) as a separate layer to MB, no...
- if you use RSMB in post from that, what I say should work in this particular case.

Aside from that I am not sure at this point which app you use. In XSI, in the render tree it's easy to just wire an alpha with the channel combiner connected as well to the MV shader node.

2. FYI EXR alert as it's a frequent gotcha here: If you plan to use this in a compositing system, some application assume an EXR file needs to be "delineriazed"... because it's an EXR file. For example in AE if the Motion pass is rendered in the RGB channel, you will need in Color Management of Footage Interp to turn Linear Ligth to OFF. Same with Nuke, you might need to press "RAW" in the loader for such element (same for UV, normals, and all that fun stuff - otherwise the value meaning is remapped to something different).

Pierre
www.revisionfx.com (http://www.revisionfx.com)

Aneks
03-24-2009, 06:55 AM
FYI EXR alert as it's a frequent gotcha here: If you plan to use this in a compositing system, some application assume an EXR file needs to be "delineriazed"... because it's an EXR file. For example in AE if the Motion pass is rendered in the RGB channel, you will need in Color Management of Footage Interp to turn Linear Ligth to OFF. Same with Nuke, you might need to press "RAW" in the loader for such element (same for UV, normals, and all that fun stuff - otherwise the value meaning is remapped to something different).

Nuke's default behavior with float .exr images is to treat them as linear, and so it will not apply a lookup to bring the incoming file into linear space where the DAG comp occours. If the image is other than float then it may depending on the read behavior you have set in Nuke, by default Nuke will treat 8 and 16 bit files as sRGB and convert them to linear on import. Even still this is only an issue if you bring the motion vector data in the RBG or Alpha channel of the image. nuke will not apply the Colourspace lookup to additional/auxiliary channels on an EXR.

Using Maya 2009 you want to use the Toxik style MV2E motion vectors not the 3d or normalized ones to use the inbuilt vector blur. In the process of getting my RSMB license floated over to Nuke ATM but I think it wants the 3d Motion Vector passes for that plug in.

is that right Pierre?

RevisionPierre
03-24-2009, 06:35 PM
this is only an issue if you bring the motion vector data in the RBG or Alpha channel of the image. nuke will not apply the Colourspace lookup to additional/auxiliary channels on an EXR.

Using Maya 2009 you want to use the Toxik style MV2E motion vectors not the 3d or normalized ones to use the inbuilt vector blur. In the process of getting my RSMB license floated over to Nuke ATM but I think it wants the 3d Motion Vector passes for that plug in.

is that right Pierre?

1) You are probably right about the extra channal handling, it's the same in AE if you use the fnordware.com extractor within a comp, then color management is bypassed. In general the practicality of storing all in an EXR might depend on the app you are using for 3D and compositing. For example Softimage is not a champion in deep buffer / multi-channel but it's real easy to send all aux channels to different folders, so in app like AE that allows you to drag and drop folders into the project bin, it works quite well like that. (I realize this is a Maya thread)

2) This tutorial goes over the basic setup of the Motion Vectors pass in Maya 2009.
http://aloedesign.com/2008/12/maya-2d-motion-vectors-tutorial/
There is a few mistakes, but same with our own FAQ that we maintain (that might have notes that applied to older Maya versions).
http://revisionfx.com/support/faqs/motion_vector_FAQs/motion_vectors/#Maya


I just did these settings below on a project with the lm2dmv shader on a movie:

The important note is Maya does not like shutter 360, so you set to 180 and double the "amount" in RSMB to compensate. Also I think it only works if the shutter open and close is the same value but not 0 and the smallest possible value you can type so it's aligned with the beauty pass.

camera shutter = 180
mental ray: motion blur = full

mental ray: motion blur by = 1.000

mental ray: motion steps = 1

mental ray: motion back offset = 0

mental ray: shutter open = 0.0001

mental ray: shutter close = 0.0001

mental ray: time samples = 1

Aneks
03-25-2009, 01:07 AM
you are probably right about the extra channal handling, it's the same in AE if you use the fnordware.com extractor within a comp, then color management is bypassed.


sorry was unclear. I know about the Nuke handling of channel data :)

I was asking about what RSMB wants from the renderer turns out it is mv2DNormRemap, according to the tutorial link you posted.


The important note is Maya does not like shutter 360, so you set to 180 and double the "amount" in RSMB to compensate.

again not sure how this works with RSMB, but in Nuke the default multiply value for vectorBlur is 1, which is actually double the value you would expect. If you mouse over the attribute it tells you to set this value to .5 to get motion blur amount for a 'standard' shutter. I often use this to force larder than 180 degree shutter behavior..


thanks,

tahl.

lacluna
08-13-2009, 03:22 AM
Hello everybody! I hope it is not to late to post and get an answer for this: I am in Maya 2009 but the normalized 2d vectors pass does not work correctly. Zap's motion vectors work GREAT.

In 2009 user frame buffers have disappeared so, in order to get my beauty pass in the same render as the motion vector: I render an EXR file with a beauty pass embedded and that is all good: I have beauty and vectors in one render.

HOWEVER: I want to render a monster with miss fast skin which is not compatible with render passes. PLEASE, how can I get the beauty and the vectors in the same render. I KNOW for a fact that it renders correctly and then, the motion vectors are applied. There HAS TO BE a way to safe that render data before the motion vectors are applied.

I have tried with output passes but maya 2009 apparently does not work as 2008. Not even Zap's example file could give me both: beauty and vectors. (I Assume that in 2008 it works ok)

PLEASE HELP!!!

CGTalk Moderation
08-13-2009, 03:22 AM
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.