Mental Ray - Shaders


Hi all. I’m trying to render a pretty complex scene (poly heavy foliage) with motion blur. I’ve tried using the velocity channel of render elements, but haven’t been very impressed. I tried the Motion Vector Export shader in the camera output slot and it works nicely with my scene.

Now my question: how does one go about saving this “pass” along with the beauty pass in the same render job? Reading over the Production Shader Library help file gives some hints on “pseudo .mi syntax” for creating separate frame buffers, but it’s over my head. I understand max scripting, and sort of understand this pseudo syntax after checking the mental ray help file, but don’t even know where to start with this shader modification.

I have made some not so graceful hacks to production_max.mi resulting in lots of errors, but no separate frame buffer with vectors. Am I making this more difficult than necessary, or is it time to brush up on shader writing? Thanks


Hey guys!, I have been asking on the rendering forum of maya, but I´m curious if anyone over here has the Puppet p_shaders v3.3 for Maya 2011 win64, it seems that the download page on Puppet´s site is down, any help would be much appreciated! :thumbsup:


It seems that there is no version for Maya 2011. You can have a lock for yourself via the webachiv.


Hi folks,

has somebody an idea how to get a material/shader like this in mental ray?
Thx for your help.


These are the phenomenons I see without thinking too much about the image, all doable with mental ray:

  1. SSS sub surface scattering.
  2. Skylight or a large area light behind the camera, no hard shadows. The light has a strong falloff, objects in the back are dark.
  3. Perpendicular/parallel falloff map, faces parallel to the camera have a white color, and the more perpendicular don’t.
  4. A lot of Ambient Occlusion, either naturally with the final gathering or artificial.
  5. The top left looks it has a bit of transparency but I might be mistaken, the image isn’t very clear.
  6. DOF, while not very shallow, its noticeable.
  7. I’d use an object with a high poly count for the irregularities to be affected by the falloff map of the shader. I don’t know if you could achieve this with normal maps, so I’d stick with a high poly count.


Hi InoDetelic,

first of all, thanks for your quick reply.
Unfortunately I must say, I’m more the modeling/particles guy, so it’s very hard for me to follow your tips. Can you please upload a test file for me, so I can have a deeper look on your material and camera setup? It would be very very helpful for me!

If not, thank you anyway.


btw, the picture is made with a microscope for medical research


Hey guys,

Did up some still image renders in 3DS Max using Mental Ray. Gettin the hang of the renderer haha. Anyways, how do these look? I didn’t create these models. Its just rendering excercises :slight_smile:


Light Surface shader

I have tried editing the ini file.

Put # in front of hidden for the self illuminator entry.

Still does not show it.

??? :banghead:


may be you should be more specific about what you try to accomplish.
FWIK unhiding the shaders occurs in the .mi files. and there are plenty of the “hidden” tags.


I’m trying to find the physical_light shader for 3Ds Max (or an alternate).

After reading about it for Maya here:

I am very interested in the “threshold” setting.

It’s mentioned in the help documents. I’ve searched trough the .mi files in the include section but can’t find it. Does anyone know how I can unhide it or track down an alternate?

Thanks for your help


You can try the wom_archlight shader. It´s actually made for softimage but seems to work (partly?) with 3ds max.

   Also, Pavel Ledin aka Puppet has some Lightshaders within his "shaders_p" shader pack.
Unfortunatly his site seems to be offline.
Maybe you can recover the shaders elsewhere.


Thanks Guilo! I started playing with the Wom_Archlight and it looks really promising. Better, in fact than the physical_light I was looking for (and finally found under the physics.mi file).



Puppets site is online again :applause:

New link to my site:
Pavel Ledin aka Puppet


Written as a material blend standard 3ds max. But:
mi_fb_put in 3dsmax2013 in user framebuffers does not write anything at all, though without errors if you write in the result of the material, but they will not mi_eval on the parameters that attachment to each material, the color is written in the beaty (main framebuffer) and diffuse (the first user framebuffer) if you do mi_eval, then beaty written our result, and diffuse - the result of the attachment of the material

And why not properly blend material output in the diffuse pass?



nobody knows?


Thanks Guilo! I started playing with the Wom_Archlight and it looks really promising. Better, in fact than the physical_light I was looking for (and finally found under the physics.mi file).

Did you get this working inside 3ds max. If yes how…i tried removing # tag from the physics.mi file and it screwed my 3ds max…what exactly do i need to access this shader…!!!


I never got the WOM_Archlight fully working and I didn’t put much effort into the physical_light because it does not offer enough features. If your goal is to limit shadow rays (which was my goal) you can use the far attenuation control.


You can check this out…there’s a demoscene for you to disect and see if it works for you.

I’m trying to create a digital city and looking for a substitute for inbuilt arch n design self illumination property for my windows as it doesnt give me shadows and very expensive on my cpu (needs a lot of fg bounces).

Do you guys know of any other good cheat to achieve this? I’ve found this one and working on it…



Thorsten got the object shader working which is a different component of the WOM_Archlight and not the one I was interested in.


I would like to colorize hair strands within the p_hairTK shader. Therefor I plugged a noise map into the “Diffuse Root” and “Diffuse Tip” slots of the shader, but unfortunately it doesn´t seem to take the UV-coordinates of the 3ds max shader into account.
Then I tried to use a “texture lookup” shader with a “texture vector” to control the UV-coordinates. There are different effects with different settings in the “texture vector” shader, but I couldn`t get it to work properly, so that the hairs have the color of the noise map from root to tip. Can anybody give me a clue how or if it is possible to acheive this?

Edit: I´ve tried this with the ornatrix demo and it works. So, it seems to be an issue with the MR shader implementation of the Fur and Hair modifier in 3ds max.