Annouce: Mental Ray Render Pass ToolKit 1.0 Released


#101

Yeah! That will be really great. I already use your very useful toolkit for my Maya=>Nuke workflow. This shaders save my time, thank you and thanks to Francesca. And yes, I try to render scenes with your phenomenon, sometimes it little bit slower than native phen, sometimes rendetime almost doubled, but this method, however, much faster than rendering process when I manually turn on/off some of the shader settings to create different passes.


#102

ghostlake; really amazing. thankyou for this.

so easy and elegant. I completely agree with your motivation for creating this; why has autodesk give us these amazing tools, but no way to really use them effectively or easily. But in max it works just like what you’ve made for us! oh well.

anyway. Is there any way to make fass_sss_skin work in 64 bit? can we switch out the JS_flatcolor for something else in the .mi file? Or do we really need JS_flatcolor compiled for 64 bit?

thanks for any info!


#103

ghost you site is down. Someone post these files I can mirror in the fure ghost if you need. I have loads of bandwidth.


#104

Hmm, strange, I check it now, and ghosts site is working.


#105

Firefox can’t find the server at ghostlake114.3dvn.com

yeah still down here.


#106

I try again and it still working. Provider located in Vietnam, maybe this is a reason. Anyway, try this direct link and mirror


#107

yeah says that it can’t find that domain. The mirror worked Thanx.

this is the latest right the one that works with 64bit?


#108

Hm, most probably it is, because i just download it couple hours ago and reload into the mirror. This is an installation PDF, maybe it will be useful for those who can’t open ghosts site


#109

Thanks guy for make a mirror :smiley:

Ya bottle neck is really suck in my country, so It may cause slowly connection or even time out when other country connect to my site :shrug:


#110

For flatcolor thing, I will remove it and make a conversion script instead of use misss_pass directly because of speed problem. The fact the flatcolor just affect the viewport thing, but the pass even without it is floating enough to add exposure thing to misss_skin

So my plan here

  1. Add mia glosiness ontop of misss_fast_skin to make it glossiness. Should use this phen
  2. Conversion script, so easily switch between misss_fast_skin to misss_pass phen.

#111

Actually, I was thinking about to find stable server where we can upload and collect all important shaders and scripts. Maybe also upload Toolkit in highend3d or similar site?


#112

well. i will build the js_flatcolor 64bit dll and send it over to you on monday. maybe u can use it if u want. i want to get a working version on 64bit for both mia and sss…


#113

as promised:

JS_FlatColor_x64.zip

seems to work fine here…

can someone eles test?


#114

so now that i have sss_pass working, i have noticed that it doesn’t output floating point data.

EDIT:

my bad. the user framebuffers in the camera are set by default to +rgba, not +rgba_fp or half float like they should be…

i may update your script to fix this for us. we prefer to use half float… its the best control vs. file size.


#115

this set up looks amazing…
im having a problem getting the mia pass shader to load correctly. i put it in the new C:shader/ directory and all…am i mistaken? there are no shaders that go in the include/ folder correct? sorry bout this…i know im doing something wrong. any help would be GREAT! thanks!


#116

thezuck, carefully read instructions, it is necessary to complete all installation steps for properly working shaders. You need to create two folders (‘lib’ and ‘include’) inside ‘shader’ folder, and then put into ‘include’ folder two foles: mia_pass_phen.mi and misss_pass_skin_phen.mi.


#117

thanks for the reply fabis. I really think i did follow the instructions step by step. If i throw the mi files in the actually mentalray/include folder i see them in the hypershade but i only get black frames when i render. Im sure this is because that isnt what im supposed to do…but still. i went thru the instructions several times to no avail. i guess ill just have to keep tryin’
thanks anyways!


#118

Hm, apparently you something missed. According to instructions you need to create two main folders (lib and include) or use mentalray’s folders that already exists, but wherever you drop this two mi-files, you need to describe a path to mi-files for Maya. So, create or open Maya.env in User_Document\maya\2008\ folder and type this lines:

MI_CUSTOM_SHADER_PATH = C:\shader\lib;C:\shader\include;

Change the path if you throw this files in another directory.


#119

\

Ha, great, finally we could get it. Many many thanks you quark :thumbsup:.


#120

update: this will probably only work on 64bit windows

you may need the visual studio 2008 x64 redistributable to use this. i’m sorry but i dont’ know how to compile it without this dependency.

if you need it:
http://www.microsoft.com/downloads/details.aspx?familyid=BD2A6171-E2D6-4230-B809-9A8D7548C1B6&displaylang=en