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Old 11-23-2003, 08:09 PM   #31
Cabbage
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Mental Ray Plastic SSS Material

I thought I'd post my material for you guys to use.
I tried to recreate plastic (or wax) as best as I could.
Here's the result:

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File Type: zip sss.zip (4.7 KB, 2361 views)
 
Old 11-23-2003, 08:12 PM   #32
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Re: Mental Ray Plastic SSS Material

Interesting shape.. it does not look like wax but it looks like a big solid clear rubber dog chew toy or something like that.. wax is much less translucent and less reflective.
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Old 11-23-2003, 08:31 PM   #33
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"looks like a big solid clear rubber dog chew toy or something like that"

LOL, yes it does, especially at the legs. Thank you for sharing the material!
 
Old 11-23-2003, 10:14 PM   #34
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Hey guys, I merged this into the Mental Ray Shader thread to keep it all in one location if you don't mind
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Old 11-24-2003, 08:01 AM   #35
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Ok, Thought I would continue creating materials. These are some basic metals. Most use the Metal-lume shader.

Car paints:


Non-blurred metals:


Blurred metals:

Last edited by JeffPatton : 12-06-2003 at 05:55 PM.
 
Old 11-24-2003, 12:41 PM   #36
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Those are looking ace there my man. Will update the first post to include them and mirror them on my server

cheers.
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Old 11-24-2003, 08:29 PM   #37
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Hi folical9,

I tried loading your materials max file and I got the following message....

"Missing map files"
Maps\HDRI\Adjusted\Apt-probe.hdr
Maps\HDRI\Blurred\apt-BLRD.hdr

The toon, Red, and Blue car paints materials work great.



Thanks
 
Old 11-24-2003, 09:30 PM   #38
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"Missing map files"
Maps\HDRI\Adjusted\Apt-probe.hdr
Maps\HDRI\Blurred\apt-BLRD.hdr

You will find those two maps in the HDRI sample scene I uploaded a while back. I put another link to it on page two of this thread (I think..) It's called HDRI scene (second post down).

It was late/early when I uploaded these last materials and I was too lazy to include the environment HDRI's again.
 
Old 11-24-2003, 10:32 PM   #39
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the download for the HDRI's has also been added to the 1st post of this thread.

Cheers.
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Old 11-25-2003, 08:20 AM   #40
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wow this thread is really helpful ...

*starts max
 
Old 11-25-2003, 10:24 PM   #41
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Quote:
Yes, thats a nasty render time, but my PC is not the fastest by any means (dual MP1600's).


Oh oh... I think I must kill myself because my Pentium III 800...

...I say goodbye Mental Ray...
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Old 11-26-2003, 02:43 AM   #42
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Don't be discouraged yet. This is a new realm and without proper documentation, the settings we are using now are not optimized.

Just look a couple of threads back and you will see that Matlock made improvements that really saved time. I adjusted more and the render times are much better now.

Just for giggles, I will make adjustments and re-render the 4 hour glass thingy and see what I can get it down to.

EDIT: I just re-rendered the 4 hour render, and with the adjustments to the number of caustic photons, etc., the updated render time was 11 minutes and 43 second....Not bad for a few tweaks!

Last edited by JeffPatton : 11-26-2003 at 03:05 AM.
 
Old 11-26-2003, 08:45 AM   #43
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Wow, folical9...that's a big improvement....well done.
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Old 11-29-2003, 12:31 PM   #44
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hi!
in max6 is a glass (lume) shader - but "edge shadow" dont works :( (shader element)
maybe i'm wrong
maybe i'm stiupid
maybe mr on max have bug :(
maybe someone will set scene with 3 glass and affect shadow effect

THX
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Old 11-29-2003, 07:06 PM   #45
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i was wondering if any of you guys, know how to use an object as a light with mentl ray...(the lighting overide mat doesn't work), and the self illumination output map doesnt genterate photons so the globals don't work.
nice materials pholical9
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