Hi guys,
all new production Shader from mr 3.6 Version (3dsmax2008) works with mr 3.4 Version (3dsMax9). Have fun !!!
mfg
hot chip
Hi guys,
all new production Shader from mr 3.6 Version (3dsmax2008) works with mr 3.4 Version (3dsMax9). Have fun !!!
mfg
hot chip
Could you expand this a little, we don’t have 2008 yet, I’m interested to know more…
hi
you must only download the trail Version of 3dsmax2008 or Maya2008 and install. Then copy the files …
a) production.mi + production_max.mi -> mentalray\shaders_standard\include
b) production.dll -> mentalray\shaders_standard\shaders
c) at last you edit the standart.mi in mentalray\shaders_standard and insert this text.
link "production.dll"
mi "production.mi"
mi "production_max.mi"
mfg
hot chip
hi
okay got it sorta working in viz2008…
i say sorta as i’m not sure how to set up the matte shader to work and give a similar result to using max’s standard matte shader…
the rendered frame buffer doesn’t matte in with the background colour even if the shader bg colour is the same as the envoronment color though if you look at the alpha it is catching shadows…the only other thing is a dark line around the object that’s been cut out with the matte shader…must be some sort of pre multiply setting somewhere…
so is there a help file for using these new production shaders?
…update>>
found this
I’d think you could use the same copy/paste method described above on the architectural.dll, architectural.mi, and architectural_max.mi from 3ds Max 2008 to 3ds Max 9. If so, it would give you things like the portal lights & photographic exposure control in Max9 / Viz2008.
more goodies!
will have to rtry them out at work on viz2008…was really suprised that light tracer is NOT in
viz2008…but a cnt+c and cnt+v from max pluging folder to viz get’s it back…
i’ll delete the plugin as soon as i get my head around the matte shader in MR and change over my 3dsmax scenes lit with light tracer to viz2008 with mentalray and the matte shader.
Looks like using the 3ds max 2008 architectural.dll file in 3dsmax9 may break the A&D material in Max9. So be warned, it looked like the other stuff worked like the portal lights, photographic exposure control, etc.
I’m not sure at this point if the .mi files can be adjusted to correct the A&D issues and still use the light portals, etc. Maybe, maybe not, depends on the calls to the .dll file I suppose.
Anywho, just wanted to get the warning out about my previous post.
Hi,
the new architectural shader works with mr 3.5 (for example XSI 6 or Maya 8) not with 3DSMAX9, because it have mr 3.4. But all the production shader works with mr 3.4 = 3dsmax9.
mfg
hot chip
It would be nice if someone could come up with a patch to make the architectural shaders work with Max 9. I’m one of the unlucky few who purchased Max 9 just months before Autodesk officially announced they were coming out with a new version. Wish I’d gone the Maya route now.
This seems funny for me~ I tried the copy/paste method for production shader… It works, but the Architectural doesn’t seems to work~ I copied Architectural.dll, Architectural.mi, Architectural_max.mi from max2008 trial into the correct location in my max9 folder. And unhide “hidden” items in notepad~ But I don’t see my photographic exposure or portal light~ Did I miss out anything? Or am I too noob to find them in my max9…
This seems funny for me~ I tried the copy/paste method for production shader… It works, but the Architectural doesn’t seems to work~ I copied Architectural.dll, Architectural.mi, Architectural_max.mi from max2008 trial into the correct location in my max9 folder. And unhide “hidden” items in notepad~ But I don’t see my photographic exposure or portal light~ Did I miss out anything? Or am I too noob to find them in my max9…
Hiya,
I am trying to get the raytype switcher for mental ray. I am running Max 9 and it looks like Max 2008 trial is no longer hosted on autodesk’s website.
Is there any other way to activate this shader without having to download max 2008?
Thanks in advance,
My A&D shader broke in Max2009 and I think it must be linked to the ray type switcher. Did you end up finding a solution to this?
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