Mental Ray - Shaders

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Old 11 November 2003   #31
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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Old 11 November 2003   #32
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.
blah blah blah
Old 11 November 2003   #33
"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 November 2003   #34
Hey guys, I merged this into the Mental Ray Shader thread to keep it all in one location if you don't mind
Old 11 November 2003   #35
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 December 2003 at 05:55 PM.
Old 11 November 2003   #36
Those are looking ace there my man. Will update the first post to include them and mirror them on my server

Old 11 November 2003   #37
Hi folical9,

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

"Missing map files"

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

Old 11 November 2003   #38
"Missing map files"

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 November 2003   #39
the download for the HDRI's has also been added to the 1st post of this thread.

Old 11 November 2003   #40
wow this thread is really helpful ...

*starts max
Old 11 November 2003   #41
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...
"Anyone who has never made a mistake has never tried anything new." (Albert Einstein)
Old 11 November 2003   #42
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 November 2003 at 03:05 AM.
Old 11 November 2003   #43
Wow, folical9...that's a big improvement....well done.
Old 11 November 2003   #44
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

Old 11 November 2003   #45
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
little orphin dolphin gets endorphins from golfin.
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