misss tests


#581

Thanks Master Zap!!!

I didn’t know about the rapid scanline option. The motion blur seems so much faster with that option ticked! I guess that’s why it’s called “rapid” :). I’m trying it out on a sequence right now. I think this will work. Thank you so much again. You’ve answered my prayers!

Los


#582

im just getting into this shader and i keep getting this error! i have look and searched the thread but it is huge and what i have found no one ever gives an answer.

please someone point me in the right direction!!!

API 0.0 error 301101: while defining texture “mentalrayTexture1”: mentalrayTexture1: only writable textures may have [x y z] specifiers
API 0.0 error 301099: while defining texture “mentalrayTexture1”: failed to open texture file /BIN/works_in_progress/sin_city/marv/ssstexture
IMG 0.0 error 101003: /BIN/works_in_progress/sin_city/marv/ssstexture: can’t open file for reading (The system cannot find the file specified.)
API 0.0 error 301090: undefined ctexture symbol “mentalrayTexture1”
API 0.0 error 301105: undefined color texture “mentalrayTexture1”
API 0.0 error 301090: undefined ctexture symbol “mentalrayTexture1”
API 0.0 error 301105: undefined color texture “mentalrayTexture1”


#583

Something like that, yes :wink:

I’m trying it out on a sequence right now. I think this will work. Thank you so much again. You’ve answered my prayers!

Los

Happy this helps you.

I’m still somewhat puzzled, though, I’ve done some tests and have been unable to duplicate the issue you see… hmmm…

/Z


#584

Are you using the old “alias bonus tools” version? It includes a new .mel script for the mentalrayTexture node which MUST be used instead of the original one. The issue is with the “local” flag which gets the wrong value, and which cannot be turned off (or was it on, don’t remember) when “writable” is checked.

/Z


#585

edit got it to work thanx zap


#586

i was checkin out that fast_sss shader for mental ray and have been lookin for something like this for a while. i was wonderin where could i get this shader? i didn’t see any downloads of the actual shader just the pics of what it was capable of. apologies if i overlooked it.


#587

hi. i can’t seem to follow your instructions. you said go to the lightmap section and add a texture there. fine. i get the mrtexture node. but where is this “light map shader” you refer to later? i cannot find it.

please help.

thanks,

luma


#588

I don’t know if it helps you, but have you downloaded the replacement createAndAssignShader.mel from this page?

The original file is in Maya6.*/scripts/startup if I recall correctly … back up your original createAndAssignShader.mel and drop in the replacement one above. THen just right-click any object and choose New Material “misss_fast_skin_maya” or “misss_fast_simple_maya” materials and the rest of what is necessary is automagically wired up for you, no need for that long long tutorial :wink:

/Z


#589

i guess i could do that, but i’d also like to know exactly how to do it. i guess i can reverse engineer it. thanks so much.

peace,

luma


#590

Well first you can look at the shader graph that gets actually generated… and then you can “use the source, luke”. Actually, the relevant bit is right here:


 
	// Skin shader special case
	if ( $type == "misss_fast_skin_maya" || $type == "misss_fast_simple_maya") 
	{
		string $lmap;
		string $mrTexture[];
		string $result;
		// Important: Turn on 'Export with Shading Engine'
		// or maya bump2d or bump3d nodes won't filter correctly
		setAttr( $sg + ".miExportShadingEngine") 1;
 
		// Create a companion lightmap shader node
		$lmap	 = createNode("misss_fast_lmap_maya");
		// Connect it to the shading group
		connectAttr -f ($lmap + ".message") ($sg + ".miLightMapShader");
		$mrTexture = `ls -typ mentalrayTexture`;
		if (size($mrTexture)) {
			$result = `promptDialog -message "Lightmaps can be shared, which saves memory.
Objects sharing lightmaps scatter light into
eachother (which may or may not be desirable).

Should the existing lightmap be used?" -text $mrTexture[0] -button "Use existing" -button "Create new"`;
		}
		if ($result == "Use existing") {
			$mrTexture[0] = `promptDialog -query -text`;
			connectAttr -f ($mrTexture[0] + ".message") ($material + ".lightmap");
		}
		else
		{
			// Create an actual lightmap (writable texture) and attach to the material shader
			mentalrayTextureNodeCreate ($material + ".lightmap");
			// Funnily, we need to use this call to know which name it got
			$mrTexture = listConnections($material + ".lightmap");
		}
 
		// Attach the lightmap (writable texture) also the the lightmap shader
		connectAttr -f ($mrTexture[0] + ".message") ($lmap + ".lightmap");
 
		// Set some plausible default values
		setAttr ($mrTexture[0] + ".miWritable") 1; // MUST be writable
		expression -s ($mrTexture[0] + ".miWidth = miDefaultFramebuffer.width * 2");
		expression -s ($mrTexture[0] + ".miHeight = miDefaultFramebuffer.height");
		setAttr ($mrTexture[0] + ".miDepth") 4;	// MUST be 4 (32 bits)
		// Interestingly, we do not need to actually give it a filename. 
		// mental ray makes it a RAM texture
	}

This is stuff that is all hidden “under the hood” when using the “material phenomena” version of the shader, but maya 6 doesn’t support material phenomena yet, hence the somewhat more roundabout workflow.

/Z


#591

okay. i got it. i didn’t know about the shading group node. thanks, luma


#592

Yeah I read that in your tutorial so I was trying to stay away from that. I did have some luck by keeping the diffuse weight at the same level (because increasing just makes it super bright, because the map is in the diffuse color slot) and upping the level of the Overall color past a value if 1 to 1.1, 1.2 or something like that.

Wow, that sounds pretty cool.  Thanks for the great advice I will give that a try!

#593

just an update on da chimp – happy misss-ing

here’s the zbrush thread http://206.145.80.239/zbc/showthread.php?t=25291

cheers


#594

Now that monkey is lookin great.

Well, I´ve spent the last 12 hours or so and I´m glad to say I got my my SSS working! The render is looking ok, just a couple of things that will need some more tweeking here and there, u know…

But there is one little thing I´ve solved earlier that´s giving me a headache. There is just NO way mr is gonna give me my alpha channel. It´s gone. All I see are the holes of the eyes. When I got this problem for the first time, I just checked the option somebody mention a pages ago (render globals/mray tab/custom entities/pass custom alpha channel) and it was all good…but now the alpha seems to be gone again and this option is still checked, any ideas what could be causin this?


#595

HI,

I am new here. I am trying to follow the tutorial. But i could not got result.
when i aply the fast skin shader to object and render to it the scene is black, alpha also not coming. and there is red cros coming on the shading group sample image ( in atribute editer)

can sombody help me?

prashant


#596

Holy Moly

If you thought the old chimp was great, this is greatness squared.

There is some issue w. the whites of it’s eyes being black, tho…(?)

FANTASTIC!

/Z


#597

thanks Master Zap

i think they’re black on real chimps or atleast really dark - but i only have dvd rez pics. maybe they could be a little less black. i attached a pic. i’ll check my dvd again. they also have some sort of second eyelid thingy i think. didn’t add that yet. :slight_smile:

i have a slightly off topic question about mr surface approximation stuff for you Master Zap. in maya 6.5, when you have a subdiv approx attached to your mesh mr will ignore any disp approx. is this how it’s suppose to work?

cheers


#598

Yeah my cat does the 2nd eyelid thingy too, that’s cool.

While I thought they actually had a white of some sort, my real issue is that it seems the “whites” of the eyes are 0,0,0 black, with no specular highlight or nutti’n. Like a null shader…

i have a slightly off topic question about mr surface approximation stuff for you Master Zap. in maya 6.5, when you have a subdiv approx attached to your mesh mr will ignore any disp approx. is this how it’s suppose to work?

cheers
Oh, honestly - I don’t know! I can ask around…

/Z


#599

hahaha. when i was a kid i thought my cat lost his eye - he fell asleep with one eye open.

cool – thanks. some more tlc needed there.:slight_smile: will try more diffuse and soft wide spec… interesting thing: that first post with the spooky yellow eyes – the iris was reflecting the cornea by mistake - haha.

dooooooooooood – that would be awesome. i posted a question on the mr forum and it was avoided like the plague:)

cheers


#600

great work mattcioffi !!
i prefer the last skin aspect but this one is very cool!

about the eye they 're too dark, check this pics maybe that can help
http://www.gratis-spil.dk/epostkort/chimpanse.jpg

http://philsland.blogs.com/photos/uncategorized/singe_ben.jpg