thanks a lot Narann.
my problem solved.
Annouce : Deex Shaders Pack : MentalRay shader "re-writed" for pass.
You can’t use contributionMap because contributionMap use Maya system pass. Or, my system (the Pavel system) is not the Maya system pass.
But perhaps, in the futur…[/QUOTE]
Hi,
Thanx for your help(thanx to Narann too) .
Now i can setup properly Deex Shaders.
I have another problem: I’m traying to make caustics work with Deex Mia material Shader, but i’m missing the ‘Refractive Caustics’ option in the Advanced Refraction Tab. I’ve noticed that the ‘Thin Walled’ option isn’t there too. Any suggestion?
Thanx. 
Hi,
Thanx for your help(thanx to Narann too) .
Now i can setup properly Deex Shaders.
I have another problem: I’m traying to make caustics work with Deex Mia material Shader, but i’m missing the ‘Refractive Caustics’ option in the Advanced Refraction Tab. I’ve noticed that the ‘Thin Walled’ option isn’t there too. Any suggestion?
Thanx. :)[/QUOTE]
I’ve re-installed Deex Shaders. Problem solved 
Have a slight problem with the renders Im creating. Is there a way to render out these deex render passes with an alpha included in like the diffuse or indirect or any other pass for that matter. Just trying to create a lightwrap in Toxik, but from what I understand I need an alpha somewhere in the mix. My understanding came from the digital tutors training and as I followed all the different ways of creating this lightwrap, havent been able to accomplish any of it because of the alpha.
I have RGBA set in the global renders, along with in the frambuffer.
tried them finally and must say what a treat, after all those headaches with the maya-pass-nonsystem. i got a couple of questions though. i only get the passes out, but no beauty render and thus a alpha is also missing. i must have forgotten something. the other thing is LWF in maya 2011 with deex shaderpack. yeah i know not again, but since that stuff never seems to just work easely and there are endless threads i thought i just ask that one simple point again: how do i have to set up lwf with deex in maya 2011. i guess it is turn on colormanagement and thats it, but i just want to be sure.
Beauty and alfa you can get from render globals. Batch render and you wil get 2 seequences- one from render globals, another from bufer writer.

I guess, same way u can plug them in your EXR too.
Linear workfflow very simple- dont mind something appears in 2011, use 2009 LWF setup 
The alpha is only on the “master” pass (there are nerver alpha in pass).
For linear workflow, just check “linear workflow” in all shaders (one click with the deex_buffers_pass).
It is very simple.
Anyone want to create a tutorial video (on vimeo or youtube or other) on how to use the shaders (output pass, linear workflow, build your custom pass with buffers_writter, etc etc) ?
Thank.
thanks kiryha and bigbossfr. i tried the scene from Narann. if i get you right, then i need both images, the one from the globals and the one from deex, because the deexfile does not contain the rbga beauty pass ?
. if i get you right, then i need both images, the one from the globals and the one from deex
Yes.
Also, you can create the same mask for ALL of your materials in extra buffers (for example use extra bufer_1 > RED) and tis will be an alfa.
Anyone want to create a tutorial video (on vimeo or youtube or other) on how to use the shaders (output pass, linear workflow, build your custom pass with buffers_writter, etc etc) ?
I wrote small article about this, and call it Mental Ray production workflow 
Its wery raw but if somebody interesting i can supplement it if you have any other questions or found some mistakes.
Damien, i found strange artifact with deex shader.
Some information of color appear in diffuse. I map only color, diffuse weight =1.

Here scene, buildet from scratch.
In some projects i have clear diffuse. I cant figure out what im doing wrong 
Hi,
It is not a bug because when you try this with a mia_material_x (diffuse_raw) on a surafceShader, you have the same result.
When you multiplie the diffuse_raw with the diffuse_level, the result looks good.
The result is the same than the diffuse_result.
So i think it is normal (because we have the same result with a mia_material_x).
Hi Damien,
Any particular reason why deexShaders hook themselves up to two shadings groups upon creation? I had troubles with this and displacement, admittedly in the space of a sensibly untidy scene.
Ahah, i am sure you are on Maya 2011…
It is a bug with Maya 2011 with all MentalRay shaders.
If you create the shader in the hypershade, and attach it on your geometry, it is good et you will have 1 shading group.
If you do a right click on your geometry, “assign new material”, and choose a MentalRay shader, you will have 2 shadings groups.
Nice bug, thank Autodesk…
So, to work with clean scene with Maya 2011, create all material in the hypershade…
If anyone want to report this bug…
Thank coccosoids .
So i think it is normal (because we have the same result with a mia_material_x).
I didnt think its a bug of deex shaders.But any way, such behavor comlete wrong and discard the whole sence of creating passes. Actualy i have project with much more complex Deex shaders, were diffuse_raw looks as it shoud be. And for now i cant figure out what i`m doing wrong, but its wery important for me to understand how to get correct diffuse_raw. If you(or anybody) have time to figure this out- it would be grate:)
This is scene were diffuse_raw looks correct.
So my question is: why i have there correct result(now i build from scratch scenes and they r wrong)
UPD: looks like its happend in areas, where color on texture completle black. If slitly rise black walue on texture diffuse_raw become looks correct. Same situation with ao_raw- no occlution in areas with black color. Still i dont understand such behavior.
And, Damien, any wish about my tutor on deex passes, or you interested in video only?
I think with must report this (another…) bug to Autodesk or MentalImage…
For your tutor, your tutor is good but i think it is more easy for people with a video (setup, see all buttons on deex_buffers_pass, upgrade mia_material to deex_material, gamma correct, mask, virtual framebuffers, etc etc…).
first of all I want to say thanks big boss, your shaders have been of great use.
second, kiryha, I happen to have the same situation as yours. Only that it happens in the reflection
http://forums.cgsociety.org/showthread.php?f=87&t=891319
I had to raise the black a bit more and I got proper color and reflections.
weird bug.
hey guys,
Has anyone been able to compile the newest versions for linux x32 yet? It’d be great to be able to use these shaders on linux but i haven’t got the know how to go about compiling them for other platforms. Great job deex by the way, the linear workflow button is making my life a lot easier already!
Cheers
Hi all,
Here all sources of deex shaders : http://bitbucket.org/narann/deex-shaders-pack/
If someone can compil shaders for Linux, Osx, all maya version, etc etc…now you can.
For help for linux and osx version, you can see the make file of p_shaders.
Obviously, if someone compil shaders for other platform, share with everyone…
Thanks.
