misss tests


#201

I am trying to get this to work and just can’t. No SSS at all on the dragon scene.

In the tut they have this to say:

In order to render correctly the scene files included with this tutorial you must point to the required files on your disk/local network:

[ul]
[list]
[li]point to the correct shader libraries and declaration files: physics, base and subsurface[/li][li]point to the file textures “wood.iff”, “riverscene.jpg”[/li][li]point to the external geometry file “dragon.mi” (you’ll find it zipped, remember to uncompress)[/li]
[/ul]
Please modify all the scene files in your local /tutorials/dragon/mi_scenes folder.

[/list]
How on earth do I point to external geometry and correct shader libraries? I’ve done all the other install stuff correctly…sorry I have no freakin’ knowledge of MR (well a little).

MR’s results are awesome but they really should have a MR for Dummies version built into Maya.


#202

Bonoman,

You will need to add a light map - that tut they give you is missing this attribute.

  1. Open your SSS shader in the hypershade window.

  2. spread out the shader network so that you can see the Shader Group node

  3. Open your SSS shader group node in the attribute editor

  4. scroll down to the lightmap slot, and then click the add node button

  5. scroll down through the mental ray shaders to the Light Map shaders and chose “misss_fast_lmap_maya”

  6. then in the misss_fast_lmap_maya attributes set your settings close to the same as one of my previous posts in this thread (do a search)

  7. Under the Lightmap Write -->lightmap attribute, click the add node button - this will add an automatic mentalrayTexture node (has a red “x” as shown in the hypershade work area)

  8. open this MentalrayTexture node and turn on Write and Local checkboxes, change the Depth to 32 bits, and then set the Width and height to the same size as what you are going to render at…but then, multiply the width by 2 - ex render 640x480 then the width should be 1280, but only set the height to 480 still.

9 finally, go back to your SSS shader in the attribute editor and under it’s Lightmap attribute Middle Mouse drag your MentalrayTexture in to the lightmap node slot. So basically the MentalrayTexture should be connected to two spots - your lightmap of the SSS shader node and the lightmap slot of the misss_fast_lmap_maya node.


#203

Thanks for all that but my Dragon scene already came with all that setup (I went through your steps just to be sure anyways. I’m still not sure what’s going on.

edit: Here are my SSS shader and miss_fast_simple nodes


#204

Under the MentalrayTexture node -

In the Image Name attribute – erase whatever you have written in there…leaving it blank, then try to render.

Does that help?

DD


#205

I also had problems creating the lightmap, but this method helped me:
Instead of writing the name of the texture (which doesnt exist at first) into the ‘Image Name’ field, create a void file and point it there. For example, you could create a blank textfile with notepad and delete the extension - then simply ‘load’ this file as the writable texture.


#206

That was it! Thanks! I figured that needed to be changed…to what I don’t know but I obviously knew it needed to be relevant to my computer. However why it actually STOPS SSS from working I don’t know.


#207

Hi. This shader is very cool.
I’m learning mental ray 3.3 core (with Maya 6) and I’m testing the shader MISSS.
Mi result is not impressive. I’m tunning the parameters.
I have a question: why, when i put the bump map my render look like the image below? Any idea?
This model is modeled by Jan Hofmeister and is part of the tutorial from www.lamrug.org

Left: my result without the bump map
Right: only the texture map without sss

Thanks


#208

Same question:
Is there any particular things to do to put it in the node ? ?
Because when drag and drop it directly in the bump map slot, no bump appears and there are horrible faces in the render ?

I’ve read all the posts about this shader and I didn’t find the answer. Thanks !


#209

It’s out there somewhere though, you can very easily connect the bumnap node to the attributes in the shadernode, then connect a file or whatever to that.


#210

Can you post a screen shot of your node map and bump attributes? You may just have your bump height up too high, it’s very sensitive. I usually use .06 or lower for skin.

DD


#211

Hi vander,

 Simply drop a bump2d node in the bump input of the miss shader.
 This one needs a "normal" input, not a color.


#212

-you had to create your shader sss then in the lightmap slot
-click and a mentalray texture is created
-click “writable” give it a size (double size of your render size)
-set file size deph to 32 bits, click local…
-give a name of your texture directly in the empty slot like “c:/sssmap”
You don’t have to create a file on your hard drive, mentalray will do it…

Then apply your shader to your model

next thing to do is to connect the mentalray texture created in the lightmap of your shader to the lightmap of the shading group of your shader…

-Click on your model, go to the misssshadinggroup in the attribute editor of your model.
-click in the mental ray slot of the shading group. In the custom shader slot in the material shader, there is the misss shader

-there is a lighmap shader slot under. Apply a misss_fast_lmap_maya (from the lightmap slot of the mental ray nodes in the hypershade) in it…
-Then you had to take the mental ray texture created fews seconds ago, and put it in the lightmap write slot of the misss_fast_lmap_maya…

Put some lights in your scene, (front and backlight) render…


#213

Hi rollmops. Thank you.
I think that is my problem. I put the bump image directly on the bump node, without bump2d node, with FILE node.
I’m test your solution now. I will post the result again.

Sorry, but i don´t know speak english.


#214

hi
my name is siamak
i want to know how can i make a character shader with fast skin
and i want to know someting about epidermal sccater, subdermal & back face sccater (all things about mi_sss_fast_skin_shader).
how can i get a good result & how can i make a realistic character whit this shader.
please help me.
thanks
bye


#215

Hi. Siamak.
The www.lamrug.org site have a good tutorial about MISSS shader. On LAST ADDITIONS seccion - ABOVE/RIGHT of the site.


#216

thank you vander
but can you say somthing about sss_fast_skin shader?
and how does it work good
how much light i must use for a character?
if you say it to me i am gooing to happy
thanks


#217

I"m sorry, siamak; but I don’t know how to speak English very well, and I don’t also know how to write.
Everything that I learned up to now went reading the tutorials in Lamrug.
I believe that another person that is participating in this thread can explain the operation of MISSS better.


#218

thanks vander
but i want to know one thing
i want to know what is the (mi) files
the file with the mi format
what does they?
vander if you have any yahoo messenger id give it to me and come to yahoo
my yahoo id : siamak_roshani
add me and give me a pm. i will be there for now
thanks


#219

I think the MI files are only for Mental Ray Standalone. the MI files have the configurations of the shaders. I don’t know how its works in Mental Ray Standalone. Maybe importing the MI files to configure the shaders… But the MI files of Globulous tutorials are only for Globulous model. Opening a MI file you can se all parameters of sub scattering, lightmap, etc.

I dont have yahoo messenger, only msn messenger - wanderjoe@hotmail.com

Maybe I can send to you my Globulous file, with my configurations.


#220

ooooo vander
could you make any yahoo id for know for disscus?
please do that for know and come to yahoo
and add me : siamak_roshani
and one question is how can i open the mi files?
thanks