Annouce: Mental Ray Render Pass ToolKit 1.0 Released


#126

Use this and this


#127

and this one is also 64 compatible?

Thanks…why is the site not viewable…I swar I was able to visit ghost site before.

Thank You


#128

Edited post.


#129

I guess the Mac and Linux are out in the cold again?


#130

That link doesn’t seem to work for me… all I get is a blank page saying “no specified input file”

-Marc


#131

same here! That link doesn’t seem to work for me…
thx


#132

Huh, I have this tool, maybe will be better to upload this one into well known sites like highend3d or mymentalray, if the creator don’t mind. What do you think, ghostlake?
P.S. Of course with link to your site.


#133

for some reason the mia Pass ambient occlusion setting won’t allow you to change it to “ON with color bleeding”. its in the miaX material and it works well there… would this be an easy fix?


#134

my site is online now, I move the server so It is down for a while

Sure, i will put it in highend 3d after suffer some broken connection in past time


#135

Please do so,

Here’s the link to the tools section upload. Let me know if you have any problems

http://www.mymentalray.com/index.php?option=com_shaders&Itemid=115&ClassId=5

Thanks


#136

i suggest you make this update to mia_pass_phen definition file.

line 82 WAS:

    boolean  "ao_do_details"  default on,

should be:

    integer  "ao_do_details"  default 1,           #: min 0 max 2 enum "Off:On:With color bleed"

this will enable color bleeding AO…


#137

hello sir
I try ur Render Pass ToolKit 1.0, but its not working in my Maya, i have maya 2008
can u mail me the full details vise file in any format exm. word pad or notpad
i love to see the final resul of thes toolkit.
Thanking You
Neal
nilscres@gmail.com


#138

Thanks a lot for sharing this.

I’m finding with my initial tests on the sss shader, as soon as I set up the SSS pass nodes, my render time goes from 15 seconds to nearly 5 minutes (on a simple test sphere lit with HDRI), even when I’m not batch rendering.

I know you said that your sss is slower to render, but I must be doing something wrong to get this result.

EDIT - Nevermind, set up a new scene and seemed to fix it.

One general problem I have using framebuffers though, is that when I use physical sun and sky all the layers come out far too bright, and I’ve no idea why. No problem with direct lights or hdri. Would be very interested to know what’s causing that.

Cheers


#139

Hello,
thanks very much for the plugin, its interesting, i tried ,but its not working for me,do u have any detailed procedure to install it .it will be real helpful, actuall problem is when is hit the occ pass, it says ,it cant create. and no passes are to be seen to be black.
plz let me know.


#140

http://www.highend3d.com/f/5347.html

instructions.


#141

Howdy,

This is due to the fact that the physical Sun/Sky is intended to be used with a Linear lighting workflow. Check your camera under the Mental ray tab. An exposure node was plugged in there increasing your Gamma to 2.2 from 1.0.

This is a very interesting topic, Linear workflow. Check out this link and tutorials. Lots of eye opening info here. Specific practices will vary, but the basic idea is the same.

http://www.floze.org/2008/07/six-tuts-on-light-and-shade-part-i.html

Cheers!

Dave


#142

hi,

The intro on highend3d.com are unavailable.

Please undate or make a new intro-document!

Thank you, thank you, …,thank you*1000000.

:stuck_out_tongue_winking_eye:


#143

lol I’ve done the same:

http://www.fevrierdorian.com/blog/index.php?post/2009/02/26/fdMiaMaterialXCreateFB-Créez-automatiquement-vos-renderPass-pour-le-mia_material_x

I was also working on SSS shaders :slight_smile:

I hate the “pass system” of maya for now, I prefere use mia shaders everywhere and use my script :slight_smile:


#144

Hello, does your toolkit work for Maya 2009?


#145

Do you have an explanation of your method in other languagge, english may be?.

Thank’s, looks cool.