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woopinship
06-14-2003, 05:59 AM
I have created a .mi file in my include folder to create a phenomena for MR.
My goal is to simply have a DGS Shader with a bump node...in this case a "tex" attribute is where i hook up my bump node.

I finally got it to include all of the attribs. of the typical DGS Shader, but I receive this error:

API 0.0 warn 302017: illegal argument "glossy" for function call to "mentalrayPhenomenon1"
API 0.0 warn 302017: illegal argument "specular" for function call to "mentalrayPhenomenon1"
API 0.0 warn 302017: illegal argument "shiny" for function call to "mentalrayPhenomenon1"
API 0.0 warn 302017: illegal argument "shiny_u" for function call to "mentalrayPhenomenon1"
API 0.0 warn 302017: illegal argument "shiny_v" for function call to "mentalrayPhenomenon1"
API 0.0 warn 302017: illegal argument "transp" for function call to "mentalrayPhenomenon1"
API 0.0 warn 302017: illegal argument "ior" for function call to "mentalrayPhenomenon1"


I know that it is from the attempt to add those attribs. to the interface because this phenomena worked fine until I wanted to add them. ( http://alienbit.com/mrfmtut3.htm )

here is what my .mi file reads:

$include "C:/Program Files/AliasWavefront/Maya5.0/mentalray/include/base.mi"
$include "C:/Program Files/AliasWavefront/Maya5.0/mentalray/include/physics.mi"

declare phenomenon
color

"mentalrayPhenomenon1" (
color texture "tex",
color "diffuse",
array light "lights",
color "glossy",
color "specular",
scalar "shiny",
scalar "shiny_u",
scalar "shiny_v",
scalar "transp",
scalar "ior"
)

shader "dgs_material1"
"dgs_material" (
"diffuse" = interface "diffuse",
"glossy" = interface "glossy",
"specular" = interface "specular",
"shiny" = interface "shiny",
"shiny_u" = interface "shiny_u",
"shiny_v" = interface "shiny_v",
"transp" = interface "transp",
"ior" = interface "ior",
"lights" = interface "lights"
)

shader "mib_bump_basis1"
"mib_bump_basis" (
"project" -1,
"ntex" 0
)

shader "mib_texture_vector1"
"mib_texture_vector" (
"select" 0,
"selspace" 1,
"vertex" 0,
"project" 0
)

shader "mib_texture_remap1"
"mib_texture_remap" (
"input" = "mib_texture_vector1",
"transform" 1. 0. 0. 0. 0. 1. 0. 0. 0. 0. 1. 0. 0. 0. 0. 1.,
"repeat" 1. 1. 1.,
"alt_x" off,
"alt_y" off,
"alt_z" off,
"torus_x" off,
"torus_y" off,
"torus_z" off,
"min" 0. 0. 0.,
"max" 0. 0. 0.,
"offset" 0. 0. 0.
)

shader "mib_passthrough_bump_map1"
"mib_passthrough_bump_map" (
"u" = "mib_bump_basis1.u",
"v" = "mib_bump_basis1.v",
"coord" = "mib_texture_remap1",
"step" -0.01 0.01 0.,
"factor" -4.,
"torus_u" off,
"torus_v" off,
"alpha" off,
"tex" = interface "tex",
"clamp" off
)

root
= "mib_passthrough_bump_map1"
= "dgs_material1"
version 1

end declare

I am at the end of my rope with this...All I want to do is be able to render with physical accuracy with the lights and still have a bump node with my DGS settings. Someone please tell me im not crazy!

Thanks.

W

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