Hi Damien, what would be your workflow for using these extra channels?
Cheers, Nick
Thank you Pavel. I will see this. :buttrock:
Normaly, currently, we must don’t use this extra channels (49-53) because it is reserved for “occlusion”, “mv”, etc etc, and currentlly, this channels are not integrated (so just created a render layer).
I will integrate this after fix the slowdown.
hello
I dont know what is wrong
API 0.0 error 301031: call to undeclared function “deeX_Buffers_pass”
API 0.0 error 301032: while defining instance “pCube1”: undefined shader “deeX_Buffers_pass1”
linux 64 fedora 11
please someone explain me how this shader work (basic tutorial) please help me 
sorry for my bad english 
I’m getting the same error as well. This comes up in the Script Editor when Maya launches:
// parsing /usr/autodesk/maya2009-x64/mentalray/include/deeX_Buffers_pass.mi
// Warning: Couldn't find shader library: deeX_Buffers_pass.so //
// generating Maya nodes...
There was a deeX_Buffers.so included with the install, but no deeX_Buffers_pass.so
Maya 2009 x64, Fedora 11 64-bit
Do we need to add declarations to the maya.rayrc file for these shaders?
edit: I made it work by duplicating the deeX_Buffers.so and naming it deeX_Buffers_pass.so
I am wondering, is this version of deex based on the latest version of TK?
If so (or not) will there be an option to output metadata in the EXR?
Cheers, Nick
Ah i know why this is, i compiled this shader into 1 .so file, i didnt think that he might use separate .mi files for each shader… you can fix this by making 1 deeX_Buffers.mi file with all the shader declarations inside that. Ideally the windows version should also be compiled in this way
Even after I have fixed the version number mismatch in the mi files, I still get the error when rendering passes. Would it also exist in the .dll?
Could someone check this for me and recompile if possible (I am not good with compiling)
Many thanks, Nick
I am doing a big job that5 requires muster or backburner to wrangle the renders, unfortunately while the job renders perfectly with maya’s batch funtion, both these managers see the frames as unrenderable. Apparently according to the logs this is due to the ‘buffer mismatch error’
even though I have gone through both the MI files and matched all the version numbers.
I would really appreciater any help here as I have stuck my neck out to use deex shaders on this one, and I am in danger of having it chopped off!
I don’t think anyone has tested this with back burner or muster yet. See if puppet’s shaders work with it first.
Puppets shaders work fine, it’s actually not a muster specific error, it you render locally with the cube showing you get the error “deex buffer writter mismatch” so it is definitely unique to deex. Mercuito’s suggestion of changing the text in the mi file appeared to work but in the end it seems to still be there. Which suggests it may be inside the dll as well.
Thans for any help amy one can provide.
Nick
So I’m quickly approaching a need to use these shaders on Mac OS X. Again, anyone able to compile of them for the Mac platform? I’m sure a lot of people would greatly appreciate it.
I initially wanted to wait till the next release to request the a Mac compile, but seeing how we don’t know when that will be (when it’s ready), it would really be a great help if someone could start compiling them for the current version.
The strange thing is I get the message
“PHEN 0.3 error 051010: version mismatch: “deeX_Buffers_pass_version” reports version 1, declaration specifies version 3”
but if I change the version in the mi file to version 1 I get
“PHEN 0.3 error 051010: version mismatch: “deeX_Buffer_writter_version” reports version 3, declaration specifies version 1”
then if I change the mi to version 4 I get
“PHEN 0.3 error 051010: version mismatch: “deeX_Buffers_pass_version” reports version 3, declaration specifies version 4”
This is very confusing as it keeps changing the version it reports.
Does anyone have any ideas about this?
cheers, Nick
Take a closer look and you’ll see what’s happening.
“PHEN 0.3 error 051010: version mismatch: “deeX_Buffers_pass_version” reports version 1, declaration specifies version 3”
You are getting this error because in the pass mi file, the version should be changed to 1
but if I change the version in the mi file to version 1 I get
“PHEN 0.3 error 051010: version mismatch: “deeX_Buffer_writter_version” reports version 3, declaration specifies version 1”
Now you are getting this error because you just fixed the previous deeX_Buffers_pass [size=3]shader declaration but not [/size]deeX_Buffer_writter. [size=3]Change the version in the writer [/size]mi file to 3.
Makes sense? The issue is because deeX copy and pasted puppets code, and forgot to set all the versions to 1
This is a little bit off topic, but has anyone seen deeX demo yet. I finally just saw it today, and WOW. Amazing stuff, it kinda makes me think twice, what the hell am I doing in this field? Just incredible work!
Edit the deeX_phenomena.mi and remove the line at the start:
$ifndef "deeX_phenomena_mi_included"
set "deeX_phenomena_mi_included" "true"
and at the end
$endif # if not "deeX_phenomena_mi_included"
Do the same for the other file deeX_Buffers_pass.mi
set version to 3 for both file.
and all work fine!
/Rachid
Hi all,
this seems to be a very nice stuff.
Damien - Thanks very much for this amazing work ! ! !
“Seems” - cause i m working on maya 2008 / 32 bit / win.
Do you think it would be possible to get this stuff
for maya 2008 / 32 bit / win?
Regards
Jo
Hi Damien. What do you say for the future of your shaders? Did you hear the bug in pass system was fixed in Maya 2011?
It seems that maya 2011 now supports more passes for mia_x materials, so I guess you don’t need custom passes anymore for that.
I hope the system passes now can support the raw color pass to get only the color information without diffuse information.
I read somewhere that the added passes are the shadow pass and the “no shadow” ones. Don’t remember for color no diffuse though…