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Nea381
12-29-2008, 08:39 AM
Hey folks,

Okay let me start by saying I havnt explored all of the coded ways to do this I am simply looking for a faster way. However if coding is where it goes thats no biggy.

I am very interested in your opinions regarding the best way to convert mental ray shaders to renderman format. For example, If i had previously set up a mia_material_x shader and had my BDRF all set up and wanted to maintain the fresnel effects and settings, how should I go about converting the shader to a renderman format. Im aware that renderman shaders dont usually include variable variables (if that makes sense) in other words I need to get my data right using the mia_material shader via mental ray and then convert it with all the settings over to a renderman file. I am using pRman (Renderman for maya plugin of course).

Also if there was an easier way to go about doing this that maintained the shader, or if someone made some sourt of god plugin that just rendered mental ray shaders too, that would be shaweet to find out. As of now I dont really want to have to code the renderman shader by hand. But if worse comes to worse I can do that too.

Obviously the reason for wanting to do this is render speed and the pass options offered via renderman that are much more intuitive than the maya/mental ray render system. However in 2009 they got closer! yay Autodesk for trying.... >.<

beaker
12-30-2008, 05:39 AM
Even if you could translate everything, nothing would look the same. Even with default maya shaders, nothing in MR looks anything like a render in Renderman for Maya.

playmesumch00ns
12-30-2008, 01:19 PM
You really, really, really do not want to try and do this. Just write a renderman shader that does what you want.

beaker
12-30-2008, 05:43 PM
Oh but I did forget there is a mental ray to rib translator. Renderman for Maya can't read rib files though. You would need the full version of prman to use it.

http://sourceforge.net/projects/mntlrib/

Nea381
12-30-2008, 07:21 PM
yeah I was aware that it wouldn't look the same I just didn't want to have to use SLIM because it annoys me >.< and coding the .slo would be the other option. So guess thats where I'm headed. Thanks for the response guys. Later.

-Nathan

rendermaniac
12-31-2008, 11:36 PM
3delight for Maya (http://www.3delight.com/en/index.php/products/3delight_for_maya/3delight_maya_overview) has a translation of mia_material which includes source code. Although, as has been said, don't expect it to be exactly the same, but it should give you a good starting point.

Simon

Nea381
01-01-2009, 07:45 PM
So your saying to use that to output an RIB or just to convert the mia_material to read back with Renderman in maya? That is really close to what i'd like to do. Id like to have a mia_material type shader that was just renderman.

-Nathan

lazzhar
01-02-2009, 11:56 AM
So your saying to use that to output an RIB or just to convert the mia_material to read back with Renderman in maya? That is really close to what i'd like to do. Id like to have a mia_material type shader that was just renderman.

-Nathan

Check out Jupiter Jazz (http://www.jupiter-jazz.com/wiki/doku.php?id=wiki:software)'s stuff.
They are reverse engineering a lot of mental ray stuff that should work in renderman.
Actually, mia_material that ships with 3delight is one of their shaders if I'm not mistaken.

Nea381
01-02-2009, 06:51 PM
Cool, I will check out Jupiter Jazz, i've also been really looking into the 3delight stuff, it looks like valuable investment, used in production a lot so cant question it there.

Thanks for you the info though, As I had thought before the renderman shaders cant have variable sliders with exterior inputs like (File placeholders) without them being first converted to .tx files. And i hadnt seen a really nice brdf renderman shader yet. I know people have made them with SLIM and used them in production im just looking for a simple solution for it, as im not as experienced with .sl to code a shader including the brdf. I could go buy a book and figure it out but if there was a way to just convert one that would be ideal.

Thanks again for all the input fellas.

-Nathan

Nea381
01-02-2009, 06:57 PM
Dont spose the 3Delight shaders written by Jupiter Jazz could be compiled via shader.exe for renderman for maya? Do you have to have 3Delight to use them?

-Nathan

Nea381
01-02-2009, 07:06 PM
So I checked out more of the Jupiter Jazz stuff and it looks like they dont offer anything like avaliable shaders for download. It seems they consult with VFX houses and develop the shaders on a client by client basis and not as a community resource? However your right in that what they have developed is exactly what I want..how to get my hands on it without paying a crapload, thats another story >.<

any thoughts?


-Nathan

praetorian
01-04-2009, 06:25 PM
just download free copy of 3delight, it has all the shader with src code

Mauritius
01-11-2009, 04:33 AM
Dont spose the 3Delight shaders written by Jupiter Jazz could be compiled via shader.exe for renderman for maya? Do you have to have 3Delight to use them?
Most of them could.
However, 3Delight has some features that PRMan hasn't and vice versa. So shaders that use 3Delight's way of doing subsurface(), image-based indirectdiffuse() or gather() running on point clouds, won't compile with PRMan's shader compiler w/o prior editing.
But the rest should.

I dunno if the mia_* stuff falls under this category.
Report your results. :)

.mm

jupiterjazz
01-16-2009, 10:52 AM
So I checked out more of the Jupiter Jazz stuff and it looks like they dont offer anything like avaliable shaders for download. It seems they consult with VFX houses and develop the shaders on a client by client basis and not as a community resource? However your right in that what they have developed is exactly what I want..how to get my hands on it without paying a crapload, thats another story >.<

any thoughts?

-Nathan

If you read well our wiki (I personally apologize, we have few time to focus on a more readable website at the moment) you will see that most of those shaders were developed for DNA Reseach (the makers of 3Delight). Fortunately they are a modern company with a fresh attitude towards development and they release all with the source, so the client can tune it at his own preference. This means you do not have to pay a crapload for those tools, and also means that in a way it ends up in the community.
We also think we have a good attitude towards development and the community and I think we have been always sharing a lot of knowledge in the past.

We also develop tools (including *any* shader) for any party, either a giant vfx studio or a private person studio. There are costs, but not so gargantuan.

I hope this clears some doubts.

P.

aghiles
01-17-2009, 03:12 PM
..
We also develop tools (including *any* shader) for any party, either a giant vfx studio or a private person studio. There are costs, but not so gargantuan.

I hope this clears some doubts.

P.

Just to add that we have been dealing with Jupiter-Jazz for a while now and we were always impressed with the quality level of their work. Recommended. :)

-- aghiles

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