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


#321

This may be a bit of an aside, but is anyone having trouble using the deex shader in Maya 2009? More specifically, I keep getting a “shader library not found” error when I attempt to render using the deex_buffer_pass. Just a month ago I was able to use the deeX shader pack without any problems, but I recently needed to reinstall Windows. Now I’ve reinstalled the deeX shader properly, and I even installed it the old way (editing maya.rayrc, installing to mentalray lib and include folders, etc.) to see if I could reproduce the error. I was in fact able to reproduce the error. But what I dont know is why that’s happening. Im beginning to wonder if its dependent on one of the Microsoft Visual C++ redistributable packages. I know that the deeX shaders were based on the p_MegaTK shaders, and that according to pavel’s site, that the p_shader pack needs that C++ package. Any thoughts?


#322

This would be a really cool solution if it worked with the sibl (hdr) setup.

With sibl in my scene, all passes come out black.


#323

OK, I think I know why the shader isnt working, but I cant get to my main comp to test it. I’ll let you know next week.


#324

OK, my theory was only partially correct. It looks like you need at least the Microsoft .NET Framework 1.1, 2.0 Service Pack 2, 3.0 Service Pack 2, and 3.5 SP1 installed to run the deeX shaders. I’ve been able to restore my old scene files perfectly with these updates running. No more “shader library not found” error !


#325

This is a really awesome shader, got it working with sibl, not sure why it wasn’t working before, however I have a different problem now.

It seems that some of the render buckets are losing information.

as you can see in this output pass.

Please help


#326

Is that the indirect lighting pass? To what format did you output the passes to?


#327

Hi. I compiled the Deex Shaders Pack v2.02 for Maya 2011 64-bit on Mac OS X. Mac OS X 10.6 Snow Leopard is required.

You can download the Mac OS X 64-bit mental ray shader here:
Deex_shaders_for_Mac_OS_X_64-bit.zip

Also included with the .zip is a simple Maya scene and an instruction guide that will get you up and running with the excellent Deex Shader Pack.

You can read more about the Mac OS X version of the Deex Shader Pack on my blog.



#328

Very cool man!

Me and Deex would be very happy if you add you’re modifications to compile the shaders.

Just signup in https://bitbucket.org/

Told me your login and I will give you full access to the repository.

And, has I’m talking about that: Many users compile this shaders, solve prob, give binaries etc… But there is no modifications in the main repository… (specialy the make and compilations file)

This is a shame because if everybody would give his modifications in the repo, everybody could benefit from it. Making this shaders better. No modifications in the main repo mean all same problems in the next version… :shrug:

That’s why I encourage you to signup to bitbucket:

https://bitbucket.org/narann/deex-shaders-pack

And send use a mail with your login in order we add you to the commiter list.

:beer:

PS:

If someone ca make the “deex_exr_saver” working on mac, this could be very cool to put it in the repo, many users have prob with mac.


#329

@monkeysocks

that was using openExr format. Sorry for replying only now, I have given up on mental ray and have been learning Vray since then.


#330

I’m using the surface shader and sampler technique for my zdepth. I noticed that if I connect the surface shader directly to the extraBuffer01 of a deex material, everything is fine. However, if I try to connect the surface shader to the Buffer_writer it doesn’t work properly. Any reason to this?


#331

I created an post about this doubt that I had but I think it’s best to place the questions here. Sorry about the spam. Hope I’m doing it right now.
Hello everyone,
I just come across with this awesome tool yesterday so I decided to test it.
I’ll describe my workflow, so I started by creating an plane and 2 spheres each geometry with a different deex shader (car paint, metallic and mia). After applying them I change the settings in Mental Ray to production and test render it. It was a crap lol but it was just a test.
I then created an poly cube and in the transform node I enabled the geometry shader and added the deeX_Buffers_Pass.
I added the name and the directory to render the files, choose OpenEXR (m) + Run Length Encoding + 16 bit per channel (half float).
Mental Ray Standart Channels:
Enabled RGBA Pass
RGBA Format: From render settings…
All the settings came from here: http://3.bp.blogspot.com/_jyAqHr3RZO4/TBDmc98NOpI/AAAAAAAABa8/G7YtJ_Fk2k4/s1600/screen_bufer.gif

Well I passed into Nuke and added the exr rendered from the deeXBuffer.
The scene file was named “X” and the Fname in the buffer was “myNameHere”
From what I could see I only had some of the passes available or visible:
In the “myNameHere” was only visible:
normal;
ao_raw;
diffuse_Level;
diffuse_raw;
refl_result;

In the “X” was only:
rgba;
alpha;

Well my doubt is that I was expecting to had the depth and a proper ambient occlusion.
Things that I couldn’t get. I got an file named “X_depth.exr” but when i passed it to nuke it says it isn’t a exr file.
I didn’t checked in the materials itself the output pass should I do that?
I wanted to know about the contribution maps do they work in here or if theres a way to do something like them?
Thank you
Sorry about this huge message.
Hope you have the time.
Cheers


#332

Hi,
Like you say, you use car paint, metallic and mia. So, you must click on “Check same outputPass in all deeX_mia_material”, “Check same outputPass in all deeX_mi_car_paint” etc etc…

Contribution maps doesn’t work with this shaders.


#333

I see.
So since I have different materials I should check also “Check same outputPass…” for all. Right?
Does this work with different render layers right? Because I can simulate contribution maps with the different render layers, the main problem is that I would get an unique file.
So it is true to say that to inidividual elements Deex Pack is still in development?
It works best for an entire scene? Like the one in the classroom, thats what I’m thinking at the moment.


#334

You connect the surface shader directly to the extraBuffer01 of a Buffer_writer ?

Why did you not connect the samplerInfo directly to the extraBuffer01, without the surface shader ?


#335

Yes :thumbsup:

It is working with renderLayer, but you will have one file by renderLayer. It is normal, renderLayer is working like this

It is better to use “one system” to work with pass.
You can not have “clean” pass if you have in your scene, deex_shader, p_shader, maya shader, custom shader, etc etc…

For the occlusion pass :

  • you can use the ao_raw pass, but you must to activate it on all shaders. If you want a occlusion pass with color bleed, yes, you must use ao_raw pass.
  • if you want a black and white, you can just create a renderLayer.

#336

I must to find time to fix the cut out opacity bug.


#337

Another question that I have is that the shaders itself have output passes.
Why don’t we need to activate them? I’m just following that great tutorial where he only activated the passes we want in the buffer.
Sorry for so many questions.
When I feel a little bit more confortable I’ll create an pdf to expose these different questions.


#338

I did earlier color tests with the surface shader, I should have removed it. I tested again connecting the color output directly to the extraBuffer on the material and then again connecting it to the Buffer_writer.

This one works how I would like it.

And the Buffer_writer gives constant shading and ignores the ramp


#339

Most of your other questions have been answered already but I just wanted to make a short comment:

If you set the RGBA Format to use the same output format as your other passes such as OpenEXR (deeX_exr_saver), all of the passes including RGB and Alpha will be saved in the same EXR file. The time to change this setting is when you are going to do your batch render.

Note: If you set the RGBA format to anything but “From render settings…” when your interactively tweaking your scene in Maya you won’t see the results in the Maya Render View.


#340

Thank you.
Really appreciate the help.
Cheers