Mental Ray - Shaders


#3645

Sorry, I’m referring to Bent Normal. However sometime the pass is wrong, and I don’t know why (for example I’ve redone the maya tutorial in max and the bent normal was corrupted, the rest was rendered fine)

My big problem now is the matte/shadow, no idea how obtain the same result


#3646

My big problem now is the matte/shadow, no idea how obtain the same result

Render shadow and do it in your compositing software.


#3647

Oh yes, but I have double rendering, passes from mega_tk and no matte objects, than shadow from render elements and matte object with matte/shadow (and now the objects are trasparent)
It works, but it’s not so direct in a large scene workflow

But thanks anyway!


#3648

:bounce: yeah! finally works! the shader works and loads the darktree files without problems! Thank you very much …I´m very happy:applause:special thanks to Jan and Jeff for your help :thumbsup:


#3649

It’s been a while since I messed with mr. Recently I’ve seen some nice skin shaders and thought to give it another go (I haven’t tried since R7.)

Does anyone know of some pages here in this thread where it’s discussed?


#3650

I don’t think we’ve had a discussion on the skin shader here. There’s a small topic on using the fast skin shader for things other than skin (like plastic or wax), but that’s about it. However, the info at lamrug.org and especially Zap’s tutorial both do a great job of breaking down the workflow.
http://lamrug.org/resources/skintips.html


#3651

A great help! Thanks Jeff :slight_smile:


#3652

hi again…exist a Max version of francesca´sctrl_multidisplace shader ? it´s very impresive…:love:

it manages up to 8 different displacements at same time :eek:


#3653

I’m having some strange lighting things happen in my scene and was hoping for some help.

The setup is pretty much identical to Jeff Patton’s scene posted wayy earlier with one directional light and one skylight. The scale is the same so I don’t think thats the problem.

The problem is in the corners of the room, on the left side near the floor I’m getting that red glow, and similar on the right side with the yellow glow (though its not as noticable because the window is there). Also note the light coming from behind the wall hangings. Thanks for any help!

edit: using max 8


#3654

Need more info…

Materials?

Is there FG or GI? Keep in mind the indirect light search radius (FG max radius, GI photon radius), which may incorporate light if it can’t quite determine whether the normals of the nearby FG points or photons apply to the intersection point. Usually, one models thickness in the walls greater than the radii.

How thick are the walls near the lit areas?

For the light on the right, I can’t quite make out the model, is it a beam with a notch in it? Can you check the normals?


#3655

i made just a car paint test (max 9)…

C&C are welcome.

thanks

:buttrock:

http://forums.cgsociety.org/attachment.php?attachmentid=107075&stc=1


#3656

Hi There!

Can anyone help me find a nice silvergray/silver car paint material for MR in max9? I tried playing around with the car paint material that comes with MR. But I can’t get it right. I tried searching this topic for a nice silvergray/silver car paint but I could not find one, the link is dead.

Thanks!


#3657

Do you need semi-accurate or fast?

Fast = The car paint shader or any material that allows you to configure a specular highlight. Just keep in mind that you’ll just need to setup some lights to make the paint work properly.

Semi-accurate = Use the A&D material as the base material in a shellac map. Setup the A&D material as a dull reflective metal and the shellac as the clear coat layer. This works well, but can be slow.


#3658

Hi guys,

I need to create a bloby goo effect, similar to hair gel maybe, with internal bubbles. This is for an animation so i need to create something that’s reasonable fast to render. Anyone done anything similar and can share a few pointers? Not sure about the internal bubbles, i guess particles would do for this?

Cheers - David.


#3659

anybody can help?

enter here:

http://mymentalray.com/forum/showthread.php?p=1318&posted=1#post1318

download the scene there…

thanks!!!


#3660

Hi:
Just finished a car showroom, 1.400.000+ Faces, Added GI and FG, the thing though that has been bothering me for so long, the Saving to FGM thing; final gather is so computing extensive, so, I save it to an fgm, but it’s also VIEW-Dependant, so the 14 camera shots I want to do, equals 14 computations of the FG points, now correct me if I’m wrong here, why the &%*$ would I use an fgm to store FG points? to save them to desk instead of memory? ok, If my scene contains FG related shaders, like Glow(lume) for example (Which is the case in my cars headlights and other stuff), then It must computed for every frame/Camera? :curious:, and dude, wouldn’t pretty much suck if I would make an animation of the showroom, that means my poor FG(400 samples), needs to be recomputed in vain( in vain = nothing is moving, I’m changing Views), I would accept it if something moves or changes contributions to the photon mapping (like in radiosity, light is PAINTED, and still you can take different shots without things having to be recomputed).
The Max manual said something about storing the fastlook up data in the FGM, and It did, but heck, recomputing FG for every Angle really sucks, any way around this? jeff?
:surprised


#3661

Almir, your post should be in another thread since this thread is about shaders (not lighting).

But in a nutshell, the saved .fgm will save you some render time by only adding samples where needed instead of recomputing the entire frame. You can also use the frozen option in Max9 to keep max from computing the fg map once you have a good solution saved. For example (depending on my camera path & scene), I could render from my camera view, save the .fgm then render the scene FACING my camera (180 deg. from previous render), add that to my .fgm then turn on the freeze option and render away. Of course that’s provided my camera doesn’t turn and look somewhere my FG calculation missed. So what I’m trying to say is that if nothing moves or the lights don’t change then you can plan where you need to incrementally add to your .fgm, then freeze the solution.

Naturally as you said, if you have objects that move, or lights/glowing objects that change intensity…then you’ll just have to let it incrementally add to the .fgm as needed.

Some additional info here that might be helpful:
http://www.cgarchitect.com/vb/20096-flythroughs.html

Ok…back to shader/material stuff. :thumbsup:


#3662

marco said

anybody can help?
enter here:
http://mymentalray.com/forum/showth…sted=1#post1318
download the scene there…

well This may NOT be what you are expecting
(i might be well beyond help) but here is my result
just Two objects, plane and Torus & mr sun/mr sky

The water is ok just default A&D water material added few Tweaks
how would i add shaders To The Torus To make it more ‘dramatic’?

randy


#3663

HOLY COW, Jeff…
Your thread is pushing 1 million views :eek:
That column is gonna get pushed out by another digit soon.

Anyone wanna start a betting pool?
I predict March 3rd of this year.

This thread has been a wealth of information…its kept me from having to post a question on a few occasions.
Thanks to all who contribute!


#3664

I’m just trying to render physically correct glass. I use Arch&Design mat with the physical glass settings. One photometric light.
I can’t have good highliths even with tricking with an behind the light object with an overbooster RGB output. This is the only way to start to see highlights! Even with this it comes wrong ://

Any expert to enhance this? thanks!


max9 file

my indigo render test: