MentalRay 3.9 - native UI integration

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  01 January 2012
Dont worry, got it working, iRay doesn'y install with Maya 2012, so I had to copy the iRay files from my 3DS Max installation. Now iRay is working perfectly in Maya 2012, happy days!
 
  04 April 2012
Finally got a tiny bit of time to play around with these settings but thought I'd say that and give the thread a little bump for those that have missed this.
 
  04 April 2012
Small warning: using finalgather legacy 'on' with some new features may causes crashes

Turn it off. :-)
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  04 April 2012
Noted

I'm just curious what is the difference between this interpretation and the other thread on these string options ?
http://forums.cgsociety.org/showthr...19&page=1&pp=15

Is there a major difference between either of them ?
 
  04 April 2012
The other thread uses a reworked Maya UI instead of a separate scripted UI.

Either has advantages.
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  04 April 2012
Originally Posted by Bitter: The other thread uses a reworked Maya UI instead of a separate scripted UI.

Either has advantages.

Don't ya mean that the other way around? ;P
 
  04 April 2012
Oh yeah. Derp.



Reverse that.
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  04 April 2012
Cool, well I like this threads UI of it, so I'll stick with this for now, I just wanted to ensure I wasn't missing anything vital, it's just for testing at home.
 
  04 April 2012
Really liked the UI and was wondering if it will work on Maya 2013 as well. Am currently downloading our new licenses and will give it a try once they're all set up properly...
 
  04 April 2012
It worked fine for me on the Beta's. . .
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  04 April 2012
This script works on maya 2013, but it gives an error every time. Something about changed strings.
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  04 April 2012
Can anyone take a few moments to explain the 'Native IBL' section ?
I don't quite understand why the colours (for ex) look very different to just using 'Image Based Lighting' method (the typical way).

I know there are some pop up boxes that come up explaining a little bit about each option but I don't think I'm grasping what's happening.
From what I can tell it's acting much in the same way as Vray's 'dome light' but I'm unsure of the controls and starting points.

 
  04 April 2012
Native IBL works like the user_ibl. Except that Native IBL rebakes the image before rendering, possibly losing some detail (might be better for glossy rays). It is a much smarter form of the Maya IBL 'emit light' since it is more modern and faster.

The reason it looks different is that you need to use a string option called "light relative scale", value 0.318, type scalar

New lighting techniques are more geared towards BSDF shading models. Right now the Native IBL and user_ibl will probably blow out existing materials to an extent. Use the above string option to correct for that.

Your main control is Quality. But if you've migrated to 2013, I would suggest using the user_ibl_env shader for simplicity reasons, it's direct samples. Native IBL has more options designed for adaptive feedback and progressive IPR that we don't (or can't from integration) use right now.
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  04 April 2012
Many thanks again for info David

Originally Posted by Bitter: The reason it looks different is that you need to use a string option called "light relative scale", value 0.318, type scalar


Do I need to add this string if I'm using the UI from this thread ?
 
  04 April 2012
I haven't looked at this UI recently, originally it was not added. To be honest, it should be a default.

Look at your miDefaultOptions to see if it's there, if not, just add it.
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