Mental Ray - Shaders


#4745

I think he meant it’s scattering to much light.

Awesome stuff guys I bet this thread has a lot of followers that aren’t exactly active (I’m one of them). I really appreciate all of the stuff that goes around here. Cheers.


#4746

oh i guess he was right :slight_smile: anyway it was just test renders, i’m actually redoing the all texturing before tweaking the SSS again.


#4747

Hey guys…

Any advice on how to create metallic shaders like these ones??

I’m working with Maya and MentalRay, and a model very similar to the camera in the image. My scene has one HDRI as environment, one arealight as key light, and two spots as fill lights. I also have color management enabled.

I’ve tried a few different configurations with mia_material and some color/reflex/bump maps, but it’s not working as I expected.


#4748

looks like a real simple high reflective low glossiness MIA shader. the key is the reflections and lighting.


#4749

As ahau said, the key is the reflections and lighting. Try the autodesk metal shaders if you have max 2010-2011.

Also learn from master zap: http://mentalraytips.blogspot.com/2007/10/making-better-metal-with-miamaterial.html


#4750

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


#4751

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:


#4752

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

http://web.archive.org/web/20070626161650/www.puppet.cgtalk.ru/download/shaders_p_e.shtml


#4753

Hi folks,

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


#4754

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.

#4755

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.

cheers

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


#4756

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:


#4757

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:


#4758

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.


#4759

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

After reading about it for Maya here: http://elementalray.wordpress.com/tag/physical-light/

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
Matt


#4760

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

    [http://www.si-community.com/community/viewtopic.php?f=27&t=114](http://www.si-community.com/community/viewtopic.php?f=27&t=114)
   
   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.

#4761

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).

Matt


#4762

Puppets site is online again :applause:

New link to my site: http://www.puppet.su/download/shaders_p_e.shtml
__________________
Pavel Ledin aka Puppet


#4763

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?

beauty
http://postimg.org/image/f8q177bdn/
diffuse
http://postimg.org/image/jem0wh6sx/


#4764

nobody knows?