new shaders shipped with Maya/Max 2008

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Old 09 September 2007   #1
new shaders shipped with Maya/Max 2008

I don't know if you guys know about this
but it seems that Master Zap added a little surprise for people trying to composite 2D/3D as seamless as possible.
Zap has developed a set of render shaders

# mip_gamma_gain : gamma control for map
# mip_card_opacity : utility for compositing workflows
# mip_motionblur : motion blur extraction methods for compositing
# mip_motion_vector
# mip_cameramap : background plate matching utilities
# mip_matteshadow
# mip_mirrorball : lighting and reflection shaders to match cg to background plates
# mip_grayball

to get them type
createNode NodeName;

enjoy
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www.PixelCG.com
www.PixelCG.com/blog
 
Old 09 September 2007   #2
Cool, thanks. Been wondering where they were and how to activate them.

Is there any way to get them to show up amongst the MR Nodes properly?

Puppet wrote :
Quote: Just edit your mentalrayCustomNodeClass.mel for unhide all shaders.


How do I do that?

Anybody got a documentation for these?
 
Old 09 September 2007   #3
Originally Posted by Ash-Man: I don't know if you guys know about this
but it seems that Master Zap added a little surprise for people trying to composite 2D/3D as seamless as possible.
Zap has developed a set of render shaders

# mip_gamma_gain : gamma control for map
# mip_card_opacity : utility for compositing workflows
# mip_motionblur : motion blur extraction methods for compositing
# mip_motion_vector
# mip_cameramap : background plate matching utilities
# mip_matteshadow
# mip_mirrorball : lighting and reflection shaders to match cg to background plates
# mip_grayball

to get them type
createNode NodeName;

enjoy


That's the MEL way...

The shaders were hidden there by AD, and are unsupported.
If you want them in the UI edit 'mentalrayCustomNodeClass.mel' (in ../scripts/others) from this:


        // Internal MentalRay Nodes. Not meant to be used with Maya.

        if ($nodeType == "misss_physical_phen"  ||
            $nodeType == "mip_rayswitch" ||
            $nodeType == "mip_rayswitch_advanced" ||
            $nodeType == "mip_rayswitch_environment" ||
            $nodeType == "mip_card_opacity" ||
            $nodeType == "mip_motionblur" ||
            $nodeType == "mip_matteshadow" ||
            $nodeType == "mip_cameramap" ||
            $nodeType == "mip_mirrorball" ||
            $nodeType == "mip_grayball" ||
            $nodeType == "mip_gamma_gain" ||
            $nodeType == "mip_render_subset" ||
            $nodeType == "mip_matteshadow_mtl" ||
                $nodeType == "surfaceSampler" ||
                $nodeType == "mip_motion_vector")

                return "rendernode/mentalray/internal";

        return "";
}


To this (I just typed it, but should work):


// Internal MentalRay Nodes. Not meant to be used with Maya.
// So? Should poor Maya users use 3dsmax? C'mon... ;)

 if ($nodeType == "misss_physical_phen"  ||         
     $nodeType == "mip_card_opacity" ||             
     $nodeType == "mip_matteshadow" ||         
     $nodeType == "mip_matteshadow_mtl" ||
     $nodeType == "surfaceSampler")
return "rendernode/mentalray/material";
return "";}



 if ($nodeType == "mip_rayswitch" ||             
     $nodeType == "mip_rayswitch_advanced" ||    
     $nodeType == "mip_cameramap" ||    
     $nodeType == "mip_mirrorball" ||   
     $nodeType == "mip_grayball")
return "rendernode/mentalray/texture";
return "";}


 if ($nodeType == "mip_rayswitch_environment")
return "rendernode/mentalray/environment";
return "";}



 if ($nodeType == "mip_motionblur" ||
     $nodeType == "mip_motion_vector")
return "rendernode/mentalray/output";
return "";}

 if ($nodeType == "mip_gamma_gain" ||
     $nodeType == "mip_render_subset")
return "rendernode/mentalray/lens";
return "";}
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the /*jupiter jazz*/ group visual development
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http://www.jupiter-jazz.com
 
Old 09 September 2007   #4
Hihi - nice one!

Works

Curious to hear how people are using some of these!
I will play as well...

Thanks Paolo!
 
Old 09 September 2007   #5
shokran ya Ash-Man

so how do I use them ...any ideas ?
 
Old 09 September 2007   #6
Exclamation

To the "how do you use them" question, stay tuned on my blog and the mymr wiki

Stuff to follow.

/Z
__________________
Mr Zap Andersson - Random Rendering Guy at Autodesk Inc.
old mr blog: mentalraytips.com | Stuff: www.Master-Zap.com | Follow me on TWITTER
 
Old 09 September 2007   #7
Originally Posted by MasterZap: To the "how do you use them" question, stay tuned on my blog and the mymr wiki

Stuff to follow.

/Z


Cool i'll stay tuned!!!

h.
 
Old 09 September 2007   #8
Talking

Eager people can download these backgrounds and then this and this maya 2008 file (needs the backgrounds).

/Z
__________________
Mr Zap Andersson - Random Rendering Guy at Autodesk Inc.
old mr blog: mentalraytips.com | Stuff: www.Master-Zap.com | Follow me on TWITTER
 
Old 09 September 2007   #9
Thanks Zap

Looking into these files now
__________________
Ash-Man
www.PixelCG.com
www.PixelCG.com/blog
 
Old 09 September 2007   #10
thanks Mr Zap
I got this error when I opend hte files
{TEXS}/backyard-mirrorballl.jpg: registry entry {TEXS} not found

any ideas
 
Old 09 September 2007   #11
Originally Posted by Eshta: thanks Mr Zap
I got this error when I opend hte files
{TEXS}/backyard-mirrorballl.jpg: registry entry {TEXS} not found

any ideas

go through the shading netwrok and make sure the texture files can be located
take note that the metnal ray textures are pointing to these files
__________________
Ash-Man
www.PixelCG.com
www.PixelCG.com/blog
 
Old 09 September 2007   #12
Cool

Ah - nice one! I would have never figured that out myself!

I think this would be such a great and helpful way, if Autodesk (or in this case the Mentals - thanks) would have a simple example scene for each feature in order to demonstrate how to use it.

That would avoid sooo much wasted time and frustration!

Master Zap: your help is very much appreciated! Keep it coming
 
Old 09 September 2007   #13
I wasn't able to find the new mia_light_surface shader in the UI either so I've been creating it via MEL too.

__________________
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Maya, 3Delight, mentalray, Maxwell Render, ZBrush
Photoshop, Fusion, Vegas Pro, Syntheyes
 
Old 09 September 2007   #14
Looks like everything renders fine here, though I do get a couple warnings:

Quote: / Warning: (Mayatomr.Nodes) : initialShadingGroup: connection of a material shader not returning a single color value: mip_matteshadow2, may be dangerous.

and
Quote: // Warning: File not found: render_mip_matteshadow_mtl.xpm

With the latter, I have to close and re-open Maya in order to get the default lambert back to normal, otherwise any geometry I create is flat shaded green with any new scene. Probably a simple fix and something I'm missing on my part.

Anyway, will be interesting to play with this a bit. Thanks, Zap.
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Last edited by NitroLiq : 09 September 2007 at 03:47 AM.
 
Old 09 September 2007   #15
Originally Posted by Jozvex: I wasn't able to find the new mia_light_surface shader in the UI either so I've been creating it via MEL too.



That's odd. So the icon doesn't appear at all in the Textures section or it's there and does not work?
 
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