Annouce : Deex Shaders Pack : MentalRay shader "re-writed" for pass.


#301

Any chance of getting a deex pass shader for the MayaFastSkin in an update?

It would be cool if it could output all the attributes: diffuse, epidermal, subdermal, backscatter, and spec. There is an deex SSS shader but it is the basic one rather than the one specifically for skin.


#302

Not sure of how to do this specifically with deex shaders, but for the mia_x_pass shader you need to assign it and then also create the appropriate render passes in the render layers.


#303

pentexplorer, may be you looking for litle tutorial about using deex pack.


#304

thank you very much for that tutorial. Btw I only have to use deex shaders? If I have projections with blinn/lambert material, it doesn’t work? I have to convert them to deex shader?


#305

You definitely shoud use only mentalray materials, in this case only deex shaders. But you can use any maya shading nodes (bump2d, projection, mult/divide etc). So you have to replace maya materials (blinn, lambert …) with deex_mia_material.


#306

Oh ok…any idea there’s an equivalent of layershaders in deex shader? What if I use 2 deex shader in a layeredshader? Will it get outputted?


#307

There is no layered shader, but you could easily use some of those extra buffers to achieve the same results in compositing. Or just do all your layering with Add & Multiply nodes in the hypershade and plug the results the corresponding Mia shader input. Some things like SSS passes, will need their own buffers however.


#308

Has there been any word or progress on a mac version of these shaders?

Thanks!


#309

Nothing.
There is source. If you want you can compile it for Mac and share it.
Same for Linux.


#310

has anyone compiled these for linux 64bit yet?


#311

I downloaded and installed the version 2.01 (Deex_Shaders_Packs_v2.011.zip) but it gives me artifacts in passes with cutout opacity.

currently using Maya 2011 sp1 x64, win7

Could anyone tell me how to fix it? Thanks


#312
  Did you try with a simple mia_material_x, with the output buffer connected to a surface_shader ?

News :

  For all people, i will release all shaders for linux64 for all Maya versions (2009 to 2011) in a few hours (when i will be at home) :wise:
 I am sur some studios have compiled shaders but they don't want to share...

[size=2]Now i must found a mac.
[/size]


#313

All shaders are compiled for linux64 for Maya2009/2010/2011 ! :buttrock:
You can download them now.


#314

Sorry, I’m not following you. I just set up the scene with deeX_mia_material and writed out passes using the deeX_Buffers_pass.


#315

Yes, but to found the bug, to know if it is my shader or if it is mia_material_x, you must create a mia_material_x, connect the output buffers result (of the pass) to a surface shader, assign your surface shader, and see if you have the bug.
If you have the same bug, it is a mentalray bug, not my shader, and you will fix your scene.


#316

Actually, at the beginning I used mia_material_x_passes and outputted passes using the default MR passes system, which does not work with the physical sun/sky and gave me wrong diffuse passes, but other passes were good and without artifacts. Then I converted all the mia_material_x_passes node to deex_mia_material using the scripts you provided and writed out passes with deeX_Buffers_pass.

I will try with the custom pass combined with writeToColorBuffer. Thanks for your help.


#317

Please connect directly the output buffer (with artefacts) of a mia_material_x to a surface shader (not writeToColorBuffer ) !


#318

I did what you said and the render looks fine.


#319

Can you give me a little scene with the bug please ?


#320

Yes, please check your PM. Thanks.