That s the reason I make this toolkit, to prevent newbie from too much setup with buffer thing, also save time for any project involve.
64bit work perfect. So are you using Maya 2008 SP1?
That s the reason I make this toolkit, to prevent newbie from too much setup with buffer thing, also save time for any project involve.
64bit work perfect. So are you using Maya 2008 SP1?
so could you check if buffer_store in material session to see if ctrl.buffer is installed?
ghostlake114, please help me. Maybe you know this trouble, I read all thread ctrl.buffers but don’t find any answers about this error message:
PHEN 0.4 error 051015: cannot map frame buffer: invalid fb index (14)
PHEN 0.4 error 051015: cannot map frame buffer: invalid fb index (15)
PHEN 0.4 error 051015: cannot map frame buffer: invalid fb index (16)
PHEN 0.4 error 051015: cannot map frame buffer: invalid fb index (17)
PHEN 0.4 error 051015: cannot map frame buffer: invalid fb index (18)
PHEN 0.4 error 051015: cannot map frame buffer: invalid fb index (19)
PHEN 0.4 error 051015: cannot map frame buffer: invalid fb index (20)
Your Render pass Toolkit based on buffer_write and buffer_api, but when I rendered with your shaders following your instructions, this bus is disappear, all passes rendered correctly. And if I create simple scene, and apply all shaders and nodes accordingly this tutorial I get an error mentioned above.
Your ToolKit is great and it have more clear information than ctrl.buffer, but I want to understand mechanism and stucture of this rendering sequence. Thanks
have u click create pass node and make sure are using newest ctrl.buffer with 2008 expansion 2.
Yes, I download and install newest version of ctrl_buffer for Maya SP2. But don’t understand what you mean “create pass node”. Is this a create “buffer_store” button or something else? Perhaps you mean this?:

I wonder If you are using my pack and read my manual :wip:…Create pass node is a button in my tool that create necessary node for pass rendering. then you my phenomenon and you get pass.
If you want to setup the pass manual, you could also look into scene after has press create pass node
Oh, sorry, I think that you advice to press button without your mrRenderTool; think that here is another similar button called “create pass node”. Now I understand the trouble which cause this error. I’m newbie in maya and I don’t know that I need to create Custom Frame Buffers according to number of passes. Anyway, thank you. Now passes rendered without any bugs and errors. Thanks!
Hi!
I my rendered layers turn out all black. I’m on a 64bit system.
I also get this error message in the output window
PHEN 0.3 error 051018: phenomenon “mia” root not found
Ghostlake: You say that on 64 bit it will only work with mia material? I assume all passes will work also? If it works with standard mia material, how come you have customized your own mia material…? Curious… =)
Regards Johan.
My phen is also based on production shader. Could you unlock it in your Maya to see if the mip_rayswitch_advance work. I guess there may some missing point here.
The mia_material_x in maya give out multiple output, but It is just a feature but not feature because no way to use them. My task is make them work also add some minor thing and preserve the whole mia_material_x attribute (my phen also work as photon shader like mia_material_x does)
“My phen is also based on production shader. Could you unlock it in your Maya to see if the mip_rayswitch_advance work. I guess there may some missing point here.”
How and where do I do this?
Regards Johan.
production shader is a wonderful pack come with 2008
http://mentalraytips.blogspot.com/search/label/production%20library
I doubt you get trouble with this pack because the error say missing root, that is my rayswitch.
Or have make correct installation as my guide (especially where to put the shader). The production library is load after my mia phen if you make wrong setup you will get this error.
I got it working, and works really good…!
One more question… Is there any way to get the passes working without using any custom shaders like ctrl_buffers etc, only the mia_material_x, or is the implementation in maya so poor you have to use custom shaders…?
Regards Johan.
The answer is NO.
So buffer and multiple output of Maya MR is sth features that is un-featured stuff.
Sorry for my ignorance but how can I change Reflection/Refraction glossiness samples in mia shader. Even if I change Glossiness to value less than 1, the samples are still disabled. Maybe I do something wrong?
I really dont know what s your trouble. When I change glosiness, the sample is available for tweak 
Ahh! Terrible bug, I just re-install your Toolkit and trouble disappear. Perhaps I missed something in installation steps. Anyway, thanks again! But I have one question: Master Zap write very interesting article about combination misss_fast_skin and mia_material_x shaders, which allow to create nice reflections and speculars. Any chances to use similar conjunction with misss_fast_skin_pass or it is not impossible in accordance with limitation of your shader (use shader directly on object)?
I knew about that trick and is thinking of layer mia on top of my phen. Maybe I will spend this weekend to make this hack.
I am also thinking about a conversion script for misss_fast. Because the phen speed is slower than the truely phen. So will be better if we test rendering on a traditional misss_fast_skin. then convert to my phen when rendering.