Lets start this off with some basic tips on using mental mill shaders in 3ds Max 2010:
Q: Where is Mental Mill in 2010 ?
A: It is on your install DVD, it can be accessed from the install UI > Install Tools or Utilities > mental mill Artist Edition. Or you can manually navigate to the Support > Partners > MentalMill folder. It can also be downloaded from the Autodesk Support site here.
Q: Anyone figure out how to get shaders from Mental Mill to Max?
A: File > Save As > .XMSL. This is then loaded into the 3ds Max DirectX Shader.
Q: One question…if you do a meta Sl shader, when you render it inside mental ray, can you get real reflections and refractions?
A: Yes you can. You will need to add a Component_Reflection and/or Component_Refraction node into your Phenomenon network. It is these Component nodes that instruct mental ray to do raytracing at render time. See my post on the mental mill forum here.
Tips: Some helpful tips from JeffPatton*:
*You must make your custom shader a phenomena.
*You must end the phenomena with a node that has a single output.
[i]*If using texture nodes, you’ll need to add a state_uv input to the texture node.
Your phenomenon can only have a single output result.
[/i]Official mental mill pages:
mental mill forums
mental mill product page
Difference between mental mill Artist Edition and Standard Edition
Exising mental mill threads:
XSML shaders
Mental Mill
mental mill :: Software Feature
So lets start sharing our shaders, tips, tricks, questions, and .xmsl shaders.
-Eric
I think the next big hope for volumetrics is the Krakatoa voxels, that with some cool coloring can look magnificent!