View Full Version : Mental Ray material access

03 March 2006, 05:44 PM
woo hoo been a while since i posted so any help on this would be greatly appreciated.

Im trying to have maxscript setup some mental ray materials, which i'd asumed wouldnt be too much different to standard max ones. I can seem to access the shaders on things like dirtmap, ambient occ base or lume tools.

for example -

mrmat = mental_ray () = "mr access test"
mrocc = Dirtmap () = "test dirtmap"

mrmat.surface = mrocc

--- dirtmap parameters ----

mrmat.surface.probeenvironment = off
mrmat.surface.rayspread = 120
mrmat.surface.samples = 64
mrmat.surface.BaseColor = color 0 0 0 255

---dirtmap sub-shader access ????????

mrmat.surface.BaseColor.shader = Material_to_Shader ()

meditMaterials[1] = mrmat

the things like "samples" and "base color" i can set fine using this method. Ive done a showproperties on the variable mrmat.surface and have come up with a whole host of others like -

.BaseColor.connected ((null)) : boolean
.BaseColor.shader ((null)) : texturemap
.BaseColor.paramName ((null)) : string

i thought -

mrmat.surface.BaseColor.shader = Material_to_Shader ()

would work but it doesnt. nor does things like

mrmat.surface.BaseColor.connected = true

the macro recorder throws up -

meditMaterials[1][#Surface].BaseColor.shader = Material_to_Shader ()

but the same code does nothing when run in a script window.

help!!! :eek: how can i specify a dirtmap.basecolor shader through maxscript?

03 March 2006, 07:41 PM
uuuuuuuuugggghhhh man i missed out the ' ' marks. that is lame.

mrmat.surface.'BaseColor.shader' = Material_to_Shader ()

all tickety boo now.

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03 March 2006, 07:41 PM
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