Physical Sky in Max 9,any chance porting to Maya ?


#21

working nice :slight_smile:


#22

OMG, how could I miss this great stuff… I will check now… eager to see it works


#23

Can anyone elaborate on converting the max *mr materials to usable maya equivelants? Or is there a site i can go to that will provide info on this. The MR Architectural mat in max is pretty sweet and would love to get something similar to that in Maya. Thanks.


#24

Try p_MegaTK shader from Puppet’s pack.
http://www.puppet.cgtalk.ru/download/shaders_p_e.shtml


#25

heya guys :slight_smile:
here’s a interface pack for the archviz material and the physical_sky/sun for maya 8.
it includes the templates, presets, physical environment manager and the mi file (you need to get the architectural.dll from the max9 trial)

 UI
 [img]http://img180.imageshack.us/img180/1817/archmatna8.png[/img]
 
 and a quick sky test
 [img]http://img138.imageshack.us/img138/4162/casuta2db6.png[/img]
 be carefull to use only mr materials with the sun system, else you'll get jagged shadows at the terminator ;)
 

 have fun :thumbsup:

download link on page 6
direct link


#26

Great job Yashu!


#27

calin :slight_smile: great work! you know how i like these shaders :thumbsup:
the sky&sun setup it’s very easy, and the mia_material… it’s the best mr shader ever :smiley:
thanx yashu and (above all) thanx zap! :scream:


#28

i might just have fallen from the moon, but can anyone share with me what’s so special about the mia_material ?
thanks


#29

the mia_material (aka arch&design in max) it’s an all-in-one shader, with a lot of optimizations
it’s easy, qualitative, fast (for me the fastest glossy shader i ever saw, up tu 10x faster) and add some good new option (inbox AO, round corner, interpolated glossy, thin walled/solid glass, etc)


#30

Just out of curiosity YASHU, can u explain why there are shadow problems with standard maya materials and what the hell is a terminator (maybe you like swarzy)! Thanks again!!


#31

For me, it’s the easy control over fresnel style reflections without the need for refraction. Architectural rendering often requires a lot of glass (think office buildings), but in most cases, it’s easier to model windows with a single surface (which will speed up rendering as well), but that doesn’t work when shaders require refraction for fresnel reflections. Normally, i set up a shader using facing ratios and ramps to control the reflection and transparency, but that can be a pain sometimes.

The built in AO and glossy controls seem nice too.

Basically, it should let me do everything I normally do with several connected nodes all in one place.

Anyway, I can’t try it until later, but am really looking forward to doing so.


#32

it’s probably a maya shader bug, indipendet to the physical sky/sun system
and for the terminator :stuck_out_tongue:


#33

I felt like a child during Christmas when I saw your interface, yashu…

That’s sooo goooood ! And finally I’ll get that rounder working :thumbsup:


#34

I cant keep myself yelling
Great work, yahsu :thumbsup:


#35

well, thanks for sharing these ‘little’ insights dagon1978, victor… they sure got me all hyped :)… one more thingy though - if it’s legal - can anyone post the 3dsmax dlls?
much appreciated
ow, and btw: the round corners feature thinghy i heard? aa,what? …


#36

aa,what? …

uuh, nothing. Couldn’t get it working. My fault of course :hmm:

It’s supposed to do the same as the script found on this french forum.

But as far as it goes with mia_roundcorners… :shrug:


#37

thanks guys, but better thank Zap for making this shading Master Piece, hehe :smiley:
the glossy reflections/refractions are as dagon said, unbelievably fast! Instant glossshake!
builtin AO (wich can be used together with FG, in order to reveal details), loads of presets, etc. It simply pimp hehe! :smiley:

oh and about the mia_roundcorners, it's more like a bump effect, aka it smooths the sharp edges in a bump fashion, at rendertime. And most of the times the effect is really nice, i use it alot together with reflections(highlights) in order to get nice reflection continuity ;)

btw just create the mia_material_roundc and go to the Special Effects tab and increase the radius to get the effect enabled (the value depends on the scene scale, so try with low values like 0.03-0.05 or so if you're working on a normal size scene)


about the max9 architectural.dll, dont think it's allowed to be posted, but as i see a guy posted it over [mymentalray.com](http://mymentalray.com/forum/showthread.php?p=270#post270).


salut,

calin


#38

Maybe not legal strictly speaking, but certainly not amoral. They are both owned by Autodesk. Frankly, I think they should offer the .dll and the script on area.autodesk.com. Somebody want to ask them?


#39

Still no luck with the corners killer, is that me ? I’m testing this on a polygon, unaltered cube. I’m using a radius approximatively 8-10% the edge length. Hard and straight like I am :hmm:

Everything else concerning A&D is more than fine, again many thanks ! It’s “zap” fast !!


#40

@yashu
Your sky template look weird

Could you share the setup also the tonemap node… I wonder what it is