enjoyMentalRayStringOptions, a UI to easely use MR string options


#141

Im sorry that I have to ask, but where do I actually download the script ? I cant seem to find a link anywhere to the script and I would very much like to try it out!.


#142

http://www.creativecrash.com/maya/downloads/scripts-plugins/rendering/mental-ray/c/enjoymentalraystringoptions


#143

I’m so sorry guys… :blush:

I’ve done modifications yesterday and modify the first post:

  • Remove the old zip file.
  • Ok!
  • Upload the new zip file.
  • PHP errors…
  • Upload the new zip file.
  • PHP errors…
  • Upload the new zip file.
  • PHP errors…

So there was no zip anymore…
So I’ve think: “I suppose this is cgsociety related problem… I will try tomorrow afternoon… Nobody will try to download this tomorrow…”

Fail… Some tried… :sad:

So, keep in place, I will try to solve this problem this afternoon! If there is still a problem with the cgsociety uploader I will give an external link. :rolleyes:

I will update this post as it’s done! :thumbsup:

EDIT: Yes, and I should update Creative Crash page…


#144

Thanks a lot!

He he nice to hear Narann, that there in fact where no link, I thought it was me who where retarded or something :stuck_out_tongue:


#145

The latest version (0.96) has been uploaded.

I’ve tested Hair Caps, it work!

Don’t hesitate to tell me if somes are not weel added…

PS: I’ve also added importons options (for @Kamikaze88 :wink: ).

Enjoy!


#146

Yay! :smiley: thanks alot!


#147

As the title says, I have a few questions that i hope someone will help me with.

I have downloaded the newest enjoyMentalRayStringOptions.py file and replaced the old one I had, but it still says version .94 in the dialog box in maya.
Is a bug or have I installed it wrong ?

No matter what I change in the parameters it will not make any diffrence in the render, same render time and quality every time (except if I turn on unified sampling, then I cant render anything until I restart maya) any thoughts on what im doing wrong here ?

lastly, how do I make Iray use textures ?

Thanks in advance.


#148

Hi
The author has forgotten to change the name version, but yes it’s 0.96!
you can change that by yourself, serach and edit this line: and put any version you want!
mainWindow = cmds.window( “UnifiedSamplingUI”, title=“UnifiedSampling 0.94”
cheers!
/Rachid


#149

ok, thank a lot.


#150

Really? I did that? ^^’

Fixed!


#151

yeah, something like that
Cheers!
/Rachid


#152

Thanks a lot! This is very helpful! :cool:


#153

It’s really helpfull script. But what about 2013 x64 version of maya? Just interestng to know. :slight_smile:


#154

It work for me. :thumbsup:


#155

And a new version using latest mental ray 3.11 string options found in Maya 2014 documentation.

[ul]
[li]AO gpu
[/li][li]Importance Sampling
[/li][li]iray architectural sampler
[/li][li]nested assemblies
[/li][li]shutter shape function
[/li][li]shutter full open/close
[/li][/ul]

Not tested yet as I don’t have any Maya 2014 version.

Don’t hesitate to feedback! :slight_smile:

Search for Importance Sampling string option in the change log.

It seems very interesting. :slight_smile:


#156

The Maya 2014 UI exposes some of the older controls natively now as they mention Unified Sampling in the documents.

Defaults are also more reasonable/helpful.

Importance Sampling is typically used like this:

FG + IP = “partial”
FG + Importons = “full”

We’ll go over these more on the blog later. Complex lighting benefits most from FG + IP and string set to “partial” where your results will maintain more detail. In this scenatio IP are secondary bounces while FG is primary (and specular interaction since IP doesn’t currently support that)

AO will likely require a similar setup to making iray work. Will go over that when released as well. It uses the Optix framework.

mental ray 3.11 also includes a way to use object area lights as well (mesh lights) with light importance sampling (textured lights)

iray architectural sampler = a form of metropolis light transport (Octane is not the only renderer using that type of algorithm. iray was revealed to use MLT at GTC)


#157

thanks for the update Narann, i use your script everyday - i keep it open.

the day i decided to try arc’s new ui is the same day i updated to the sap extension, which broke the new ui, last i checked it’s still not working, so your script is as important as ever:)


#158

We’re not sure about whether to update the script on the ARC forum for 2013 SAP or move towards 2014 completely.

This means Narann’s scripts will still be useful for SAP since it doesn’t rely on localization.

The UI for Autodesk’s Maya 2014 may look somewhat familiar. . . .


#159

An blog ticket about this could be great! Also for new features (IS).

I’ve seen this and I’m very excited to test!

As AD forget a little it’s his integration job, I’m very happy to see MR team releasing a such built in “feature”.

That’s why I would be very happy to see MR Team also provide nice material shaders (mia material was great! Now I want the same with IS/MIS), lens shaders (vray one is perfect).

I just dream I know…

EDIT:

Very happy to read this! ^^
I was thinking this script was only used by few peoples it’s not very “user friendly”.


#160

Well, it’s not just a dream anymore.

Keep an eye on the MILA shaders betas as they evolve to work with hair, new lights, new car paint, and non-lightmapping SSS (scatter)

They can be combined and phenomenized in different ways and are easier to just set and render with their own quality controls.

Light and material IS is important for the future as MILA is a bridge to layered flexible BSDFs.

I’d like to see a universal camera in Maya as well. Integration is changing but they won’t be quite as agile as someone using a separate plug-in. So your script is useful to look at new features and maybe point in other directions when tested. Shortly after wide release we’ll go over some of these options so users of your script will have reference to what the controls do.