enjoyMentalRayStringOptions, a UI to easely use MR string options


#21

@dagon1978

Thanks for informations :slight_smile:

Ow! Sorry! I didn’t see your post!

About the FG+IP+IR, I have to know if string options override maya2mr standard options (if someone have more informations about that, tell me, I will not had to do tests myself).

Once that done, I have to find a way to give the opportunity for the user to add or remove some string options (to avoid a “lost” string option override maya2mr options user want).

Once the mechanism will work, I will lookup for necessary option for FG+IP+IR mode…

Maybe add all string options of this feature… :bounce:


#22

yes, they do :wink:
if you´re going to add some IP options please add also Irradiance Particles Rays (in render settings you can´t go over 500)

keep up the good work


#23

very nice!
thanks for sharing…:applause:


#24

thank you narann!
work fine except that the default value 0 is equal to max value 16 in FG Passes, so Fg passes is not working, the rest look impressive
/Rachid


#25

When adding IP rays, there is an error in how Maya exposes them.

The correct export should be three values. For mental ray this is seen as type = color

For example:

512 128 16

This means 512 primary rays, 128 rays indirect bounce, 16 rays secondary indirect bounce.

So if you implement this, it needs to export that way, and have the option to input these values. One of the reasons IP takes so long in Maya is a single value of 512 means 512 direct, 512 more indirect, 512 secondary indirect rays, etc. This was never corrected by Autodesk. But it’s something you could look into.

Thanks!
:applause:


#26

mmm i don’t think so, 512 means 512 8
8 is the default for all the secondary bounce, unless you use a different value
it’s simple to see this, by looking at the IP messages, the secondary bounces are quite fast no matter how many IP rays you use
i got the default value (8), which is not specified in any documentation, directly from the IP developer, when i was testing the 3.8, so i’m pretty sure abut this


#27

Hmm, interesting, in my discussions with mental images I was told that wasn’t the case.

Bart also mentions it in several places, mi forum


#28

Hi all! I’ve done many improvements in the v0.94.

Many work on this so it should have bugs :blush: .
Don’t hesitate to feedback them! :slight_smile:

[add] IR options
[add] a scrollbar
[add] a check box to create and/or remove string option (be carefull when removing Maya's needed string options)
[fix] now optionMenuGrp get good information when load the ui
[mod] If it find a empty string option, it use it instead of create a new one (avoid the miDefaultOptions.stringOptions to have thousand of elements.)
[mod] don't create all string options when launch the UI, wait the user type checkBoxes
[min] change the way ui get min and max value for ui

Todo:

Find a way to avoid user remove Maya’s needed string options (here, “irradiance particles”).
Reorder category to a more intuitive view

Ok thanks for informations

I had add all irradiance options (max ray no limit). I will do the same for others options in the futur

Thanks! :slight_smile:

Thanks for feedback.

The default value for FG passes is 3 in my UI. Not 0.
I suspect you have something else than a int value in your string options and my ui show 0… Should be interersting to see that point.
I had test to export a .mi file with FG passes set by my UI to 0 and I have this:

"finalgather passes" 0

So my ui well export zero.
Maybe there is something more… :frowning:

Mmmh… in the doc it is a int value:

http://docs.autodesk.com/MENTALRAY/2012/ENU/mental%20ray%203.9%20Help/files/manual/node76.html#ip

The only colors type are in the scale.

Are you sur we talk about the same thing?

Ow! Ok!

So it seems the number addition depend of the number of passes… I don’t know how I will do that… -_-


#29

Humm the UI look great
oh yes the default value is 3,but any number value you put: 0, 1, 2, …16 you get the same result and same wallclock (time rendering)
a higher value than 8 return an error in Output Window:

RC   0.3  warn   082123: finalgather passes greater than maximum (8), corrected 

and

RC   0.3  warn   082135: finalgather passes set to 0, switching FG progressive precomputation off 

So FG pass are not working! can you confirm?
Thanks
/Rachid


#30

Yes! Same for me! :surprised

Rendering with 0 or 16 ( >8 ) give the same result with the same wallclock.

Is the prob come from my ui? :curious:

There is output warn when n=0 or > 8 (so I suppose mr for maya understand the option) but this doesn’t change anything to the render…

Bug? Or there is another FG option to use?

In the same way, I have the impression that “finalgather legacy” option doesn’t work too…

Can someone confirm that? :confused:


#31

The UI look pretty well :slight_smile:
mental ray 3.9 shipped with Maya 2012 still beta and I think it’s a bug or maybe Maya bug!
/Rachid


#32

To be sure it works you can render a scene without it. At the end of the FG precompute phase you will see:

RCMP 0.3 info : wallclock 0:00:00.17 for building the BVH for map 0 
RCMP 0.3 info : allocated 132 MB, max resident 143 MB

With “finalgather legacy” on You will not get that message, it will not use the RCMP module at all.

*Testing your current script works fine for that. :slight_smile: Good work!

:applause:


#33

i guess Bart misundertood the problem, i’m pretty sure about this, i’ve also tested it in 2012 and i can confirm, using higher IP rays only change the final irradiance calculation, not the passes


#34

Can anyone explain this Final Gather passes fetaure?
As I understood it should do Final Gather calculation progressively, so you see faster first pass, than over that second pass …
I do not notice this when I activate it using this script, but again, I am maybe using it wrong.


#35

FG passes don’t seems to work on Maya 2012
:wink:


#36

Oh, that is problem than :smiley:

Thanks !


#37

This just works fro Maya 2012 Im guessing since is using new features from MR 3.9 right?


#38

My tool should work with any version of Maya you have.

But if you put some options your mental ray version doesn’t support. Render should start, but without the specified feature (and maybe a warning in the verbose)

This tool doesn’t check wich feature your current mental ray version can/can’t use.

You have to do it yourself. :thumbsup:


#39

Could someone please explain to me what the new IBL is? What is the difference compared to the IBL found in 2011 render settings? Is it something like activating the “emit light” feature in it? And how does it compare with sIBL?


#40

IBL, Look here: http://forums.cgsociety.org/showthread.php?f=87&t=956710