hey Osaires
so any news on mia_wrapper…
is there any update… with your framebuffer stuff…??
i m asking just be cause i m curios…
dont work to much hehe…
cherio
ghosh
hey Osaires
so any news on mia_wrapper…
is there any update… with your framebuffer stuff…??
i m asking just be cause i m curios…
dont work to much hehe…
cherio
ghosh
hello all,
sorry my english is very bad…
this shader works great, but I have a little problem.
I want to code a phonomenon in 3ds max. It all works fine, but when the files are stored on the disk, they contain no information. Followed you find the code of my phonomenon (not finished):
declare phenomenon
material "mia_Buffer" (
scalar "diffuse_weight", #default 1.0, #: min 0.0 max 1.0
color "diffuse", #default 0.5 0.5 0.5,
scalar "diffuse_roughness", #default 0.0, #: min 0.0 max 1.0
scalar "reflectivity", #default 0.6, #: min 0.0 max 1.0
color "refl_color", #default 1.0 1.0 1.0,
scalar "refl_gloss", #default 1.0, #: min 0.0 max 1.0
integer "refl_gloss_samples", #default 8, #: min 0 softmax 128
boolean "refl_interpolate", #default off,
boolean "refl_hl_only", #default off,
boolean "refl_is_metal", #default off,
scalar "transparency", #default 0.0, #: min 0.0 max 1.0
color "refr_color", #default 1.0 1.0 1.0,
scalar "refr_gloss", #default 1.0, #: min 0.0 max 1.0
scalar "refr_ior", #default 1.4, #: min 0.1 softmax 2.0
integer "refr_gloss_samples", #default 8, #: min 0 softmax 128
boolean "refr_interpolate", #default off,
boolean "refr_translucency", #default off,
color "refr_trans_color", #default 0.7 0.6 0.5,
scalar "refr_trans_weight", #default 0.5, #: min 0.0 max 1.0
scalar "anisotropy", #default 1.0, #: min 0.1 softmax 10
scalar "anisotropy_rotation", #default 0.0, #: softmin 0 softmax 1
integer "anisotropy_channel", #default -1, #: min -1 softmax 64
boolean "brdf_fresnel", #default off,
scalar "brdf_0_degree_refl", #default 0.2, #: min 0.0 max 1.0
scalar "brdf_90_degree_refl", #default 1.0, #: min 0.0 max 1.0
scalar "brdf_curve", #default 5.0, #: min 0.1 softmax 20
boolean "brdf_conserve_energy", #default on,
# Interpolation settings
integer "intr_grid_density", #default 2, #: min 0 max 5
integer "intr_refl_samples", #default 2, #: min 0 softmax 5
boolean "intr_refl_ddist_on", #default off,
scalar "intr_refl_ddist", #default 0.0,
integer "intr_refr_samples", #default 2, #: min 0 softmax 5
boolean "single_env_sample", #default off,
# Reflection/Refraction optimizations & falloffs
boolean "refl_falloff_on", #default off,
scalar "refl_falloff_dist", #default 0.0,
boolean "refl_falloff_color_on", #default off,
color "refl_falloff_color", #default 0 0 0,
integer "refl_depth", #default 5, #: min 0 softmax 10
scalar "refl_cutoff", #default 0.01, #: min 0.0 max 1.0
boolean "refr_falloff_on", #default off,
scalar "refr_falloff_dist", #default 0.0,
boolean "refr_falloff_color_on", #default off,
color "refr_falloff_color", #default 0 0 0,
integer "refr_depth", #default 5, #: min 0 softmax 10
scalar "refr_cutoff", #default 0.01, #: min 0.0 max 1.0
# Factors
scalar "indirect_multiplier", #default 1.0, #: min 0 softmax 1.0
scalar "fg_quality", #default 1.0, #: min 0 softmax 10.0
scalar "fg_quality_w", #default 1.0, #: min 0 softmax 1.0
# Built in AO
boolean "ao_on", #default off,
integer "ao_samples", #default 16, #: min 0 softmax 128
scalar "ao_distance", #default 10.0,
color "ao_dark", #default 0.2 0.2 0.2,
color "ao_ambient", #default 0.0 0.0 0.0,
boolean "ao_do_details", #default on,
# Options
boolean "thin_walled", #default off,
boolean "no_visible_area_hl", #default on,
boolean "skip_inside_refl", #default on,
boolean "do_refractive_caustics", #default off,
boolean "backface_cull", #default off,
boolean "propagate_alpha", #default off,
# Other effects
scalar "hl_vs_refl_balance", #default 1.0, #: min 0.0 softmax 1.0
scalar "cutout_opacity", #default 1.0, #: min 0.0 max 1.0
color "additional_color", #default 0 0 0 0,
shader "bump",
boolean "no_diffuse_bump", #default off,
integer "mode",
array light "lights",
integer "fb_1", #:default 20
integer "fb_2", #:default 21
integer "fb_3", #:default 22
integer "fb_4", #:default 23
integer "fb_5", #:default 24
integer "fb_6", #:default 25
integer "fb_7", #:default 26
integer "fb_8" #:default 27
)
shader "arch_mtl" "mia_material" (
"diffuse_weight" = interface "diffuse_weight",
"diffuse" = interface "diffuse",
"diffuse_roughness" = interface "diffuse_roughness",
"reflectivity" = interface "reflectivity",
"refl_color" = interface "refl_color",
"refl_gloss" = interface "refl_gloss",
"refl_gloss_samples" = interface "refl_gloss_samples",
"refl_interpolate" = interface "refl_interpolate",
"refl_hl_only" = interface "refl_hl_only",
"refl_is_metal" = interface "refl_is_metal",
"transparency" = interface "transparency",
"refr_color" = interface "refr_color",
"refr_gloss" = interface "refr_gloss",
"refr_ior" = interface "refr_ior",
"refr_gloss_samples" = interface "refr_gloss_samples",
"refr_interpolate" = interface "refr_interpolate",
"refr_translucency" = interface "refr_translucency",
"refr_trans_color" = interface "refr_trans_color",
"refr_trans_weight" = interface "refr_trans_weight",
"anisotropy" = interface "anisotropy",
"anisotropy_rotation" = interface "anisotropy_rotation",
"anisotropy_channel" = interface "anisotropy_channel",
"brdf_fresnel" = interface "brdf_fresnel",
"brdf_0_degree_refl" = interface "brdf_0_degree_refl",
"brdf_90_degree_refl" = interface "brdf_90_degree_refl",
"brdf_curve" = interface "brdf_curve",
"brdf_conserve_energy" = interface "brdf_conserve_energy",
# Interpolation settings
"intr_grid_density" = interface "intr_grid_density",
"intr_refl_samples" = interface "intr_refl_samples",
"intr_refl_ddist_on" = interface "intr_refl_ddist_on",
"intr_refl_ddist" = interface "intr_refl_ddist",
"intr_refr_samples" = interface "intr_refr_samples",
"single_env_sample" = interface "single_env_sample",
# Reflection/Refraction optimizations & falloffs
"refl_falloff_on" = interface "refl_falloff_on",
"refl_falloff_dist" = interface "refl_falloff_dist",
"refl_falloff_color_on" = interface "refl_falloff_color_on",
"refl_falloff_color" = interface "refl_falloff_color",
"refl_depth" = interface "refl_depth",
"refl_cutoff" = interface "refl_cutoff",
"refr_falloff_on" = interface "refr_falloff_on",
"refr_falloff_dist" = interface "refr_falloff_dist",
"refr_falloff_color_on" = interface "refr_falloff_color_on",
"refr_falloff_color" = interface "refr_falloff_color",
"refr_depth" = interface "refr_depth",
"refr_cutoff" = interface "refr_cutoff",
# Factors
"indirect_multiplier" = interface "indirect_multiplier",
"fg_quality" = interface "fg_quality",
"fg_quality_w" = interface "fg_quality_w",
# Built in AO
"ao_on" = interface "ao_on",
"ao_samples" = interface "ao_samples",
"ao_distance" = interface "ao_distance",
"ao_dark" = interface "ao_dark",
"ao_ambient" = interface "ao_ambient",
"ao_do_details" = interface "ao_do_details",
# Options
"thin_walled" = interface "thin_walled",
"no_visible_area_hl" = interface "no_visible_area_hl",
"skip_inside_refl" = interface "skip_inside_refl",
"do_refractive_caustics" = interface "do_refractive_caustics",
"backface_cull" = interface "backface_cull",
"propagate_alpha" = interface "propagate_alpha",
# Other effects
"hl_vs_refl_balance" = interface "hl_vs_refl_balance",
"cutout_opacity" = interface "cutout_opacity",
"additional_color" = interface "additional_color",
"bump" = interface "bump",
"no_diffuse_bump" = interface "no_diffuse_bump",
"mode" = interface "mode",
"lights" = interface "lights"
)
shader "wrapper_mtl" "mia_wrapper" (
"mtl" = "arch_mtl",
"fb_1" = interface "fb_1",
"fb_2" = interface "fb_2",
"fb_3" = interface "fb_3",
"fb_4" = interface "fb_4",
"fb_5" = interface "fb_5",
"fb_6" = interface "fb_6",
"fb_7" = interface "fb_7",
"fb_8" = interface "fb_8"
)
material "my_wrapper"
= "arch_mtl"
= "wrapper_mtl"
end material
root material "my_wrapper"
gui "gui_mia_buffer" {
control "Global" "Global" (
"uiName" "mia_Buffer",
"category" "Material"
)
}
apply material
end declare
I hope, that somebody can help me with this problem.
attached you find 3 files. One with normal workflow (buffer.max), that runs normal. One with the phenomenon (buffer_phen.max) and the third with the mi.
regards
jb_
Edit: Damn, my fault…sorry! This is the correct code for the phenomenon:
declare phenomenon
material "mia_Buffer" (
scalar "diffuse_weight", #default 1.0, #: min 0.0 max 1.0
color "diffuse", #default 0.5 0.5 0.5,
scalar "diffuse_roughness", #default 0.0, #: min 0.0 max 1.0
scalar "reflectivity", #default 0.6, #: min 0.0 max 1.0
color "refl_color", #default 1.0 1.0 1.0,
scalar "refl_gloss", #default 1.0, #: min 0.0 max 1.0
integer "refl_gloss_samples", #default 8, #: min 0 softmax 128
boolean "refl_interpolate", #default off,
boolean "refl_hl_only", #default off,
boolean "refl_is_metal", #default off,
scalar "transparency", #default 0.0, #: min 0.0 max 1.0
color "refr_color", #default 1.0 1.0 1.0,
scalar "refr_gloss", #default 1.0, #: min 0.0 max 1.0
scalar "refr_ior", #default 1.4, #: min 0.1 softmax 2.0
integer "refr_gloss_samples", #default 8, #: min 0 softmax 128
boolean "refr_interpolate", #default off,
boolean "refr_translucency", #default off,
color "refr_trans_color", #default 0.7 0.6 0.5,
scalar "refr_trans_weight", #default 0.5, #: min 0.0 max 1.0
scalar "anisotropy", #default 1.0, #: min 0.1 softmax 10
scalar "anisotropy_rotation", #default 0.0, #: softmin 0 softmax 1
integer "anisotropy_channel", #default -1, #: min -1 softmax 64
boolean "brdf_fresnel", #default off,
scalar "brdf_0_degree_refl", #default 0.2, #: min 0.0 max 1.0
scalar "brdf_90_degree_refl", #default 1.0, #: min 0.0 max 1.0
scalar "brdf_curve", #default 5.0, #: min 0.1 softmax 20
boolean "brdf_conserve_energy", #default on,
# Interpolation settings
integer "intr_grid_density", #default 2, #: min 0 max 5
integer "intr_refl_samples", #default 2, #: min 0 softmax 5
boolean "intr_refl_ddist_on", #default off,
scalar "intr_refl_ddist", #default 0.0,
integer "intr_refr_samples", #default 2, #: min 0 softmax 5
boolean "single_env_sample", #default off,
# Reflection/Refraction optimizations & falloffs
boolean "refl_falloff_on", #default off,
scalar "refl_falloff_dist", #default 0.0,
boolean "refl_falloff_color_on", #default off,
color "refl_falloff_color", #default 0 0 0,
integer "refl_depth", #default 5, #: min 0 softmax 10
scalar "refl_cutoff", #default 0.01, #: min 0.0 max 1.0
boolean "refr_falloff_on", #default off,
scalar "refr_falloff_dist", #default 0.0,
boolean "refr_falloff_color_on", #default off,
color "refr_falloff_color", #default 0 0 0,
integer "refr_depth", #default 5, #: min 0 softmax 10
scalar "refr_cutoff", #default 0.01, #: min 0.0 max 1.0
# Factors
scalar "indirect_multiplier", #default 1.0, #: min 0 softmax 1.0
scalar "fg_quality", #default 1.0, #: min 0 softmax 10.0
scalar "fg_quality_w", #default 1.0, #: min 0 softmax 1.0
# Built in AO
boolean "ao_on", #default off,
integer "ao_samples", #default 16, #: min 0 softmax 128
scalar "ao_distance", #default 10.0,
color "ao_dark", #default 0.2 0.2 0.2,
color "ao_ambient", #default 0.0 0.0 0.0,
boolean "ao_do_details", #default on,
# Options
boolean "thin_walled", #default off,
boolean "no_visible_area_hl", #default on,
boolean "skip_inside_refl", #default on,
boolean "do_refractive_caustics", #default off,
boolean "backface_cull", #default off,
boolean "propagate_alpha", #default off,
# Other effects
scalar "hl_vs_refl_balance", #default 1.0, #: min 0.0 softmax 1.0
scalar "cutout_opacity", #default 1.0, #: min 0.0 max 1.0
color "additional_color", #default 0 0 0 0,
shader "bump",
boolean "no_diffuse_bump", #default off,
integer "mode",
array light "lights",
integer "fb_1", #:default 20
integer "fb_2", #:default 21
integer "fb_3", #:default 22
integer "fb_4", #:default 23
integer "fb_5", #:default 24
integer "fb_6", #:default 25
integer "fb_7", #:default 26
integer "fb_8" #:default 27
)
shader "arch_mtl" "mia_material" (
"diffuse_weight" = interface "diffuse_weight",
"diffuse" = interface "diffuse",
"diffuse_roughness" = interface "diffuse_roughness",
"reflectivity" = interface "reflectivity",
"refl_color" = interface "refl_color",
"refl_gloss" = interface "refl_gloss",
"refl_gloss_samples" = interface "refl_gloss_samples",
"refl_interpolate" = interface "refl_interpolate",
"refl_hl_only" = interface "refl_hl_only",
"refl_is_metal" = interface "refl_is_metal",
"transparency" = interface "transparency",
"refr_color" = interface "refr_color",
"refr_gloss" = interface "refr_gloss",
"refr_ior" = interface "refr_ior",
"refr_gloss_samples" = interface "refr_gloss_samples",
"refr_interpolate" = interface "refr_interpolate",
"refr_translucency" = interface "refr_translucency",
"refr_trans_color" = interface "refr_trans_color",
"refr_trans_weight" = interface "refr_trans_weight",
"anisotropy" = interface "anisotropy",
"anisotropy_rotation" = interface "anisotropy_rotation",
"anisotropy_channel" = interface "anisotropy_channel",
"brdf_fresnel" = interface "brdf_fresnel",
"brdf_0_degree_refl" = interface "brdf_0_degree_refl",
"brdf_90_degree_refl" = interface "brdf_90_degree_refl",
"brdf_curve" = interface "brdf_curve",
"brdf_conserve_energy" = interface "brdf_conserve_energy",
# Interpolation settings
"intr_grid_density" = interface "intr_grid_density",
"intr_refl_samples" = interface "intr_refl_samples",
"intr_refl_ddist_on" = interface "intr_refl_ddist_on",
"intr_refl_ddist" = interface "intr_refl_ddist",
"intr_refr_samples" = interface "intr_refr_samples",
"single_env_sample" = interface "single_env_sample",
# Reflection/Refraction optimizations & falloffs
"refl_falloff_on" = interface "refl_falloff_on",
"refl_falloff_dist" = interface "refl_falloff_dist",
"refl_falloff_color_on" = interface "refl_falloff_color_on",
"refl_falloff_color" = interface "refl_falloff_color",
"refl_depth" = interface "refl_depth",
"refl_cutoff" = interface "refl_cutoff",
"refr_falloff_on" = interface "refr_falloff_on",
"refr_falloff_dist" = interface "refr_falloff_dist",
"refr_falloff_color_on" = interface "refr_falloff_color_on",
"refr_falloff_color" = interface "refr_falloff_color",
"refr_depth" = interface "refr_depth",
"refr_cutoff" = interface "refr_cutoff",
# Factors
"indirect_multiplier" = interface "indirect_multiplier",
"fg_quality" = interface "fg_quality",
"fg_quality_w" = interface "fg_quality_w",
# Built in AO
"ao_on" = interface "ao_on",
"ao_samples" = interface "ao_samples",
"ao_distance" = interface "ao_distance",
"ao_dark" = interface "ao_dark",
"ao_ambient" = interface "ao_ambient",
"ao_do_details" = interface "ao_do_details",
# Options
"thin_walled" = interface "thin_walled",
"no_visible_area_hl" = interface "no_visible_area_hl",
"skip_inside_refl" = interface "skip_inside_refl",
"do_refractive_caustics" = interface "do_refractive_caustics",
"backface_cull" = interface "backface_cull",
"propagate_alpha" = interface "propagate_alpha",
# Other effects
"hl_vs_refl_balance" = interface "hl_vs_refl_balance",
"cutout_opacity" = interface "cutout_opacity",
"additional_color" = interface "additional_color",
"bump" = interface "bump",
"no_diffuse_bump" = interface "no_diffuse_bump",
"mode" = interface "mode",
"lights" = interface "lights"
)
shader "wrapper_mtl" "mia_wrapper" (
"mtl" "arch_mtl",
"fb_1" = interface "fb_1",
"fb_2" = interface "fb_2",
"fb_3" = interface "fb_3",
"fb_4" = interface "fb_4",
"fb_5" = interface "fb_5",
"fb_6" = interface "fb_6",
"fb_7" = interface "fb_7",
"fb_8" = interface "fb_8"
)
material "my_wrapper"
= "wrapper_mtl"
end material
root material "my_wrapper"
apply material
end declare
Next time, i add defaults an gui-controls…
you say that defualt is 0, meaning off? so is 1 on? ive been trying to get this to work with ctrl buffers for the past 6 hrs now and all im getting is black renders
You must wait of the max update, with the new mr version. At the moment the buffer- system is broken.
Hello,
I use wrapper with Maya 8.5 and ctrl_buffer in production, and i have a big probleme.
My pass buffers have aliasing.
Look the picture.
The format is openEXR.
With buffer_store, it is clean but with the wiapper, the result is aliasing.
Help please.
IT seem this shaders is not working on maya 2008 x64…i have the latest patch P04 and i am using puppets p_megaTK_pass (shaders_p 3.2 beta5) as my buffer_writer…
has someone tested it with 2008 on 64bit yet? Or can someone recompile it with the latest MR_SDK that shipped with 2008(maybe P04)?
would be realy cool!
thx guys…
OLi
bigbossfr: The picture is kind of unclear, but try multipling your buffer pass with you aplha.
Ultrasonic: hmm, yeah maby is should be recompiled for 2008, but the new mia_x material already have the wrapper built inn to it so maby try using that isted?
It doesn’t work. It is because i have car_paint_phen, and i don’t know how to get a pass with it.
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