Looks like everything renders fine here, though I do get a couple warnings:
/ Warning: (Mayatomr.Nodes) : initialShadingGroup: connection of a material shader not returning a single color value: mip_matteshadow2, may be dangerous.
// Warning: File not found: render_mip_matteshadow_mtl.xpm
With the latter, I have to close and re-open Maya in order to get the default lambert back to normal, otherwise any geometry I create is flat shaded green with any new scene. Probably a simple fix and something I’m missing on my part.
Anyway, will be interesting to play with this a bit. Thanks, Zap.
Looks very interesting. In the wiki it says “stay tuned for online docs”, but does anyone have a link to the PDF doc or anything else (even if it’s Max) that gives a visual description of these new hidden (= beta) features?
Is the ‘mip_motion_vector’ shader any different than rendering out motion vectors through Maya Software? or is it also a shader that was implemented to help other softwares do this (like the gamma or mirror ball, etc…)?
If so, can the normal ‘blur2d’ tool be used?
btw, I use ‘jbblur2d’, a great script that the user Buexe created to simplify the use of motion vectors within Maya.
I’m just wondering if this mr shader will be any better. (not that I have any major complaints about the current Maya Software).
I’d say the most important features of the motion vector shaders are
various floating point output formats (Toxik compatible)
can output the motion vector in the same render pass as our beauty render
works if you have displacement in your model (which your “maya software” pass probably wouldn’t match exactly)
Also, if mip_card_opacity is used for opacity maps of billboard objects, the motion buffer would contain the proper object behind the cutout, rather than the opaque billboard plane that you would get out of most similar tools.
I am not sure if the old “blur2d” works with these motion vectors, since mip_motionvector was primarily intended to feed vectors to commercially available tools.
Also don’t forget about the actual motion blur shader itself.
Note that to use either in Maya2008 the “easiest” way is to actually stick it into the “obsolete output pass” slot, making sure that “Z” and “motion” is checked.
Also, I think you may need to have motion blur on in mental ray, but shutter length should be 0 and time contrast should be 1 1 1 1… that way no actual extra time is spent doing actual motion blur during the render, but actual motion vectors get written.