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


#61

I mean the alpha channels for every material (so I guess your script does exactly this).
We have a MEL script here which lists all the materials in your scene.
There you select the ones you need and the script creates an animation with black and white surface shaders.
So no buffering, just simple and fast black&white rendering for still images.
We render this scene and get “scene_name.001.iff, scene_name.002.iff, etc.”
In addition to that it creates a JSX file to batch load the channels into Photoshop.
For animation we use a buffer-script which uses “ctrl_buffers”…


#62

Holy Cow, this is a great shader…! :cool:

One question regarding the indirect pass. It looks as the ao is baked into the indirect result. Is it possible to get the indirect without the ao. I see there is indirect_RAW avaliable. Not really shure how to comp that one though.


#63

Sounds similar, but my method should be a tad bit more efficient in practice (buffers are always faster than starting a new render) and also is adaptable to animations. But if you only need mattes for modifying still images in Photoshop your system would work fine.


#64

Taken directly from Vray’s documentation. Mental Ray works in the exact same way, just with a few slight naming changes.

MR Diffuse Level = Vray Diffuse
MR Diffuse Raw = Vray Raw Light
MR Indirect Raw = Vray Raw GI


(You can also just add the Indirect to the Raw lighting, them multiply Color after.)

The benefit to using Raw passes is you have independent control over the different lighting elements. It is a really powerful way to play with the lighting balance in your shot, or completely change the mood.

Mercuitio mentioned in the old DeeX tool thread there are some problems with using multiply in post, most noticeably in dimly lit scenarios when two distinctly different objects overlap. Puppet had a fix that helps in most cases, but I’m not sure if it’s also included with the output passes from DeeX’s adaptation. Still need to test it.


#65

hi,

from mr documentation :

Beauty = diffuse_result + indirect_result + spec_result +
refl_result + refr_result + tran_result +
add_result

or for “complex”

Beauty = diffuse_level * (diffuse_raw + (indirect_raw * ao_raw)) +
spec_level * spec_raw +
refl_level * refl_raw +
refr_level * refr_raw +
tran_level * tran_raw +
add_result

Damien, when i unchecked premult in mr tab, the masterBeauty is good but passes (raw&level) are premult. What s wrong ?

papi,


#66

The ouput buffers is based on p_shaders.
I have tested with a p_MegaTk and the pass aren’t also unpremult (kust the color pass is unpremult).
I don’t know if it is possible to have unpremult buffers (i am not a real programmer).
I think Pavel have the answer ;).


#67

Are the 2009/2010 32bit shaders available for download anywhere?
This looks like a great addition to Maya, so thanks to the developers even if I don’t have them yet…


#68

There are, but i wait for anyone want to compil for Osx and Linux to re-create the pack.


#69

I’ll do linux64 for you


#70

Tnx! I got the last one down using the documentation aswell. This is nice. :slight_smile:


#71

If this can help:
http://www.fevrierdorian.com/blog/public/script/fdMiaMaterialXCreateFB/image_013.png


#72

Hi,
v1.04.
Compiled for :

  • win64 Maya 2009/2010.

  • win32 Maya 2009/2010

  • linux64 Maya 2009

I give source.

Thank to :

  • Corey Frew for the linux64 2009 compilation
  • Hadj A/rahmane for the win 32 2009/2010 compilation

Go to first page.
:wink:


#73

WoW! :beer:

Enough said. although I will continue. Just looks amazing. Is there anyway you can post a very simple basic sample scene so I can fully understand whats going on. I hope thats not asking too much. Im using all mia_material_x(passes) lighted with HDR (sIBL). Thank you very much!


#74

Look at Puppet’s MegaTK documentation for information about setting up Pass output, minus the special lights.

Deex’s Shaders + sIBL + my Matte Pass Creator combined together can make a pretty good toolbox. There are one or two things missing, but we are close to having everything one would need.


#75

I dont know what I am doing wrong, but when rendering out an image with my selection of materials, my passes are coming out black and white in alpha. Im sure Im overlooking something very obvious, but stumped right now.

It would be a great toolbox although,… Being fairly new to all these things at once is pretty intimidating and cumbersome. Theres just too much going on and I cant seem to get the workflow down. :shrug:


#76

Hi Bigboss. Is it normal that the interface of deeX_mia win32 Maya 2009 is different form the original mia shader? I’ve got no divisions between sections (diffuse, reflection, advanced reflection ecc.). Just every parameter listed one by one. Is it right this way?
Also, I don’t see any button to upgrade the shader. I read on your site the

You can upgrade your shader to mia_material_x in one click.
sentence after every shader. Can you actually upgrade from which to which other shader?
Thanks again for helping us poor non programmer Maya users. :applause:


#77

Did you copy the aeTemplate mel is the mel directory ?

I haven’t a win32 to test. If anyome have the same problem, say me.


#78

Yes I’ve copied them… I’ll check thrice.

edit: I just had a freeze with this message: I don’t know if it’s caused by deeX_mia but I put it here if can help:

DB 0.0 fatal 041052: accessing unknown tag 0xd46
DB 0.0 fatal 041052: accessing unknown tag 0xd46


#79

I just found in my Output Window at Maya start:

mental ray for Maya 10.0
mental ray: version 3.7.1.26, Jul 30 2008, revision 26576
if not “deeX_phenomena_mi_included”

My deeX_phenomena.mi is in the include folder. All the shader are showing fine. I’m checking now if they are working.


#80

This message is normal.