View Full Version : Maya 2008 and Mental Ray pass
Nicoo1 02-23-2008, 03:24 PM Hi everybody,
First, i introduce me, i'm a french computer graphics.
I'm new with mental ray passes, and i don't understand why render layer doesn't work with Mental ray mia, mia-X or other shader MR in Maya 2008.
So i search and i found a lot of thing on the web, the most interesting i found it's on :
http://www.render3d.de/cgi/render3d.pl?name=techniques_passes_mr
So i've understood the foundamental purpose of frame Buffer,
So i've a big existencial question, with this simply shader (GO to the link) and the output of mia-x i arrive in Maya 2008 to detach the correct passe i want(Spec, reflection....)
But i've a problem, my quick test is based on a simple scene, a sphere on a plane, the 2 objects have a different mia-X shader and so based on the technique i found on the link i post, they have a different Simple shader apply to us and mia are connected to the input of this simple shader,
In other words, in the input color 01 of the 2 simples shaders, i put the out Spec result, in the input color 02, i put the the reflections result of mia-X,
So i don't know if it's a mistake of me, but the result is not perfect, i don't see in the sphere, the specular of the plane in the reflection passe,
So it's me , the simple shader or just a bug or maya 2008 limitations????
In the news revues of Maya 2008, there is an exemple with a robot, without give me precious secret, someone can just explain me a basic workflow to detach passes in Maya 2008 with mental ray who work correctly with all MR Shader?? Please??? Perhaps
in maya there's a hide node in MR for detach pass??
ps : i accept all method !!!
(excuse my english...)
Kind regards
Thanks
Nico
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achoury
02-23-2008, 06:58 PM
Hi everybody,
First, i introduce me, i'm a french computer graphics.
I'm new with mental ray passes, and i don't understand why render layer doesn't work with Mental ray mia, mia-X or other shader MR in Maya 2008.
So i search and i found a lot of thing on the web, the most interesting i found it's on :
http://www.render3d.de/cgi/render3d.pl?name=techniques_passes_mr
So i've understood the foundamental purpose of frame Buffer,
So i've a big existencial question, with this simply shader (GO to the link) and the output of mia-x i arrive in Maya 2008 to detach the correct passe i want(Spec, reflection....)
But i've a problem, my quick test is based on a simple scene, a sphere on a plane, the 2 objects have a different mia-X shader and so based on the technique i found on the link i post, they have a different Simple shader apply to us and mia are connected to the input of this simple shader,
In other words, in the input color 01 of the 2 simples shaders, i put the out Spec result, in the input color 02, i put the the reflections result of mia-X,
So i don't know if it's a mistake of me, but the result is not perfect, i don't see in the sphere, the specular of the plane in the reflection passe,
So it's me , the simple shader or just a bug or maya 2008 limitations????
In the news revues of Maya 2008, there is an exemple with a robot, without give me precious secret, someone can just explain me a basic workflow to detach passes in Maya 2008 with mental ray who work correctly with all MR Shader?? Please??? Perhaps
in maya there's a hide node in MR for detach pass??
ps : i accept all method !!!
(excuse my english...)
Kind regards
Thanks
Nico
hi
read this :http://forums.cgsociety.org/showthread.php?f=87&t=539194&page=1&pp=15
hope this help!
Rachid
Nicoo1
02-24-2008, 10:45 AM
Hi,
Thanks for fast response, i read this post you give me before, i see a little more long version, but zhe probleme is not solved, my result today comme from this conversation, but like i said the result is not perfect,
and a question come, how i detach pass with other MR shader and simple passe shader??
Pics are more represensentative so look at this 4 pics : the result from result_output of the mia-x, the spec result from Spec_result_output of the mia-x, the Reflection result from Reflection_result_output of the mia-x, and the last The "Real" Result the result i should have (i just apply the 2 mia-x on my object and i render in my render scene...
You can download my images and scene on this links:
http://www.mdiproduction.ch/nico/images.zip
http://www.mdiproduction.ch/nico/test_mia-x.zip
My Render Setup of my Test scene is simple, you create any user buffer as you want pass, you do the same thing in the cam under mental Ray and primary buffer and you connect the buffer of cam to the user buffer create in render Globals, you give a prefix name to your images (without that the render buffer render black images...) ;
I use 1 "simple_passe shader for 1 Mia-x, after i connect the output Reflection_result of each Mia-x In the color 1 input of simple pass Shader and i do the same thing with spec result, anr result.
Can you please test my scene, i don't think i've do a mistake, but Look at pics in attachment, look at my scene, we are not so far of a good result.
Thanks
Nico
ghostlake114
02-24-2008, 06:44 PM
You shader is compatible With Maya 2008 ?
currently is 2008 because I am using material_x
new version bug free will be released soon, I am writing document for using it also a small tool to auto create necessary node, so neednt for complex setup in Maya any more, just use my phen (the same as mia_material_x) and then get your passes
How do you do with other shader you work on 8.5 with ctrl_Buffer or any other output shader ?
There are no other way, you must build phen for each shader you need in previous version of Maya to save the setup time. From 2008 we have material_x that has multiple out put, so more easily for creating phen
A last question, Why there's mentalray Phenomenon inside Maya if for use it we can't use without programmation ?
Please read document creating phen at /dev/mentalray/doc in Maya folder, It will help you how to create phen with that shader.
The fact, creating phen is not so complex like programming, It is just shader network you need to fill in, and using metalray phenomenon could create phen without touching any line of code.
Nicoo1
02-26-2008, 08:18 AM
Hi,
Thanks very much for fast reply, I'll test your shader in my free time and i test built my own Phenomenom (simple for start), the doc the speak, that's the maya doc, i print the 30 page on Mr shader, that,s very interesting...Have you see the pics i post, this simple shsder it's interestieng but it lacks a few things...thanks again, i'll test and i'll post result as soon as i've a result...
Nico
maisca
02-27-2008, 06:58 PM
First I´m from spain and my english is possible limited! sorry!
My problem is the next! I have a exterior scene where the camera was looking the inside of the room trought the phisical glass window, when i play render with mental ray and phisical sky shader, some objects dissapear in the scene inside of the room.
I verify the shaders of the materials and all the objects have a correct shading group assigned, i can see it in the view panels but dissapear in the render. why i have this problem??
I works with maya 2008 and i can´t resolve the problem.
Please can you help me????
i´m very desperate.
JayHoo
02-29-2008, 09:05 AM
First I´m from spain and my english is possible limited! sorry!
My problem is the next! I have a exterior scene where the camera was looking the inside of the room trought the phisical glass window, when i play render with mental ray and phisical sky shader, some objects dissapear in the scene inside of the room.
I verify the shaders of the materials and all the objects have a correct shading group assigned, i can see it in the view panels but dissapear in the render. why i have this problem??
I works with maya 2008 and i can´t resolve the problem.
Please can you help me????
i´m very desperate.
If you are using an alpha texture on these objects, ckeck the "alpha is luminance" attribute in the file node.
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