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


#81

Hi
no problem here with Maya2009 Win32

/Rachid


#82

Having the same kinda problem as arkanoid even though I am still trying to figure all this stuff out. Maya 2009 SP1a Win32.

But when you click on “Upgrade shader to mia_material_x or passes)”, the output pass section is no linger there?

Another thing, say I already have no mia_material_x shader all worked out, how can I make it a deex_mia_material_x. Again, when trying to upgrade my already made shader, no “output pass” section is available?


#83

Where did you copy the AE_deeX_mia_materialTemplate.mel ?


#84

3DRenderer I think the upgrade button is to switch from Deex_mia to normal MR mia_x.


#85

Oh my God is working! It just fired out my first 24 passes render in no-time! That’s great, I don’t even know what to do with many of these but it works **** yeah :twisted:
Ehm… sorry

About the AETemplates I don’t know why Maya didn’t like the custom folder I made for those. I just put them with the other scripts and it worked. Mah


#86

C:\Documents and Settings\myname\My documents\maya\2009\prefs\scripts

Okay, i think i understand. Although what I dont understand is how to convert my already made mia_material_x_passes shader network into one of these deex_materials with all the output passes. Im glad you got it to work, as I am very eager to give it a go too.


#87

First page…


#88

Whoops…yeah i feel retarted…my fault. :blush: I read the whole post so slowly to try to understand everything too. I just got confused when I read the few post above.

Sorry…Thanks


#89

Hey,
Here a test with my deex Shader pack and the classroom.
Workflow :

  • linear
  • skyportal
  • color bleeding
  • exr multichannel with my shaders


Hight rez : http://deex.info/wordpress2/wp-content/uploads/2010/02/deexclassroom.jpg

All pass from my shader :

Compositing :
Beauty = diffuse_level * (diffuse_raw + indirect_post_ao) + refl_result + refr_result + spec_result

Done.

New update soon with :

  • one click button in the deeX_Buffers_pass to check all pass on all shader (with choise of the type of shader)
  • integration of the p_OpenEXR_saver with nice name pass (like diffuse_result, spec_result). p_OpenEXR_saver will be renamed to deeX_exr_saver to not have conflict with actual p_OpenEXR_saver.
  • fix some bug

#90

thank you for the shader pack, it will save our short films !


#91

Very cool example Deex! Does this mean there is a Linear workflow checkbox now as well?

Sounds like it will be a great update. Can’t wait. Anyone available to work on a Mac os X 2010 compile when this new version gets released?


#92

First of all, thank you sooooooooooooooo much for giving us this great shader!

I was wondering if there is any chance that you would be willing to provide us with your Nuke composite so that we can have a good template to base our comps from?


#93

It’s really not all too complex at this level. You just add everything unless it’s a lvl pass, in which case you would multiply. If you use an Ambient Occlusion pass, that is multiplied over the Indirect as well.

With that picture and/or equation he pretty much gave you everything you need to know, aside from some compositing tricks with skin and whatnot.


#94

Needless to say this is beyond amazingness if it works the way you say. I know I’m probably asking or way too much, but are you planing on coming up with some sort of documentation for it? I have to say I tried it and couldn’t get it working. I mean new shaders did appear in hypershade but not sure where to take it from there :slight_smile: Although I played with it no more then 10 minutes.
Anyway, if it really does what it seems it would be the best thing that happened to Maya fro a long time :slight_smile:

Also, I was wondering, if I use mix8layer mentalray shader, that combines together 3 mia_materials, can I output passes from the mix8layer or do I need to output passes (and alphas) from each of the mia_material separately?


#95

The mix shaders won’t work with this. However he does have a buffer output shader where you can build your own shader outputs. If all you were using mix8 to do was replace the specular channel for instance from another shader, or add in something like an SSS pass, it’s not terribly difficult to rebuild the outputs with Deex’s system. I could see it being a little painful if you had to do a lot of it however, at least until there is a custom pass system.

That said if you’re using a mix shaders to create a material with 2 completely different properties and have independent control over them in post, it’s not going to be easy right now. Perhaps in a future version we’ll have custom passes on a per material basis that will make it possible, but due to reflections ultimately a layered shader would be necessary. Don’t hold your breath though, I imagine a layered shader with pass support would be extremely challenging to write.

So for the time being, if you plan to do render passes, do what we’ve always done; avoid layered shaders like the plague.


#96

i’m experiencing slowdowns similar to the kind you’d typically see with render passes in maya…

i’m using all deex_mia_materials, with each one set to output diffuse_result, spec_result, refl_result, refr_result, indirect_raw, and ao_raw. the scene renders in about 3m 30s when i uncheck all the output passes, or remove the dummy geometry from the render layer. when i check the passes on, the render slows down to… well, i stopped it at 5m 40s when it was done calculating the final gather.

a layer using mia_materials identical to the deex_mia_materials rendered in about the same time, around 3m 30s with no passes enabled.

the geometry shader is set to output openEXR(mi) with zlib compression, 16-bit half float. passes are filtered, contrast all buffers is off.

i’ll see if it’s a specific buffer that’s causing the problem, but… what gives? why the slowdown?


#97

I haven’t experience any slowdown like that granted I haven’t tested it on any large scenes. I’ll test things out, in the meantime, anyone else run into this issue?


#98

I just created a scene with 20 Deex Mia shaders, with every output turned on in both the geo pass output and each material. At a very low resolution the time was identical, granted all I used where basic nurbs spheres with no textures. But with larger render sizes I saw a slight jump in render times. A 12 second difference to be exact.

So my guess is what you are experiencing is not the same issue as the buffers issue in Maya. I’d chalk up the time difference it takes Maya saving the extra buffers into the EXR file and for the 7-zip compression to occur. I imagine the more complex your image is the longer those two steps might take.


#99

i have been working with it this moorning, and the only thing that i can say is “impresive” :beer:

But i think that i have found two bugs, this is the beauty pass of the image:

here you can see the difuse level (the same error can be found in almost all layers), the inside part of the ball with deployed metal material is being refelected into the others spheres, and it’s own reflects can bee seen: (i’m ussing a map into the cutout opacity channel)

And here part of the bump can bee seen in the same sphere, and it must to be flat colour:


#100

Hey Damien,

Would there be any chance you could make that scene available for download?, that would be really appreciated by all of us here I would say!

Cheers, Nick