OMG !
I almost had a heart attack with the IBL node ! My Hypershade was opened and… and…
What to say ? That :buttrock: !
:applause:
OMG !
I almost had a heart attack with the IBL node ! My Hypershade was opened and… and…
What to say ? That :buttrock: !
:applause:
thanks, dear compatriot, for these wonderful templates… and of course, big appreciations to Zap, which was given one day divine blessings and coded this…anyhow, i now begin to see, while i’m surfing the presets, why it’s called ‘architectural’ ;)…
so one more thing: where can i find some explanations for all the settings?
that’s not the Attribute Editor on the right… it’s just one window to control the whole physical_skysun setup 
and the tonemapper is the mia_exposure_simple wich can be created optionaly when you run the “create physical environment” command from the IBL node 
salut,
calin
Yeah
By the way, do you know how to create a night sky? I only can control the day light sky, but not night. also other special moment of sky like sunset, sunrise ???
in the Sun Direction tab you have all the settings regarding the sun position (therefore the day time). Just change the hour/latitude/day to get different day times 
Also as a tip, watch the directionaLight in the viewport to get a clue where the sun is on the sky 
I am speechless, the power of the mia and physical sky is incredible…
Thanks again for your great work, yashu ![]()
So, I’ve had a chance to play with it, and yes, it’s exactly what I was hoping for.
Thanks!
For people running in troubles to get the corners rounded like I was, ensure your geometries are double-sided, or it won’t work at all. In my case, the option “Create surfaces single sided” was checked under Preferences > Modeling.
Thanks to yashu for the fix (yes, him again
)
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Can anyone get transparent shadows to work? I tried the refractive caustics checkbox, but no change either way.
where can i find some documentation on the settings regarding this shader?
i don’t have max -i’m thinkin` that maybe it’s documented there since it ships with the trial…if so, a screenshot wouln’t hurt
if not, thanks anyways 
the transparent option is a max feature, in max the arch&design shader is an “internal” shader, like the maya shaders in maya, photon/transparent shaders are automatically attached to the surface shader, in maya you have only the surface (mia_material)
try a mib_shadow_transp or the puppet shadow transp (this is similar to the max one)
go to the ibl and click on the “Physical Environment”
or add this script to your shelf: ya_physEnvEdit
and then click it 
the mia_material acts like a material, shadow and photonic shader, so just plug it in all these slots of your mia_mat SG node… the ‘fake’ transparent shadows work nicely 
or add this script to your shelf: ya_physEnvEdit
yep, just that code works only if the user opened the IBL template before heh 
if (!`exists ya_physEnvEdit`)
source "AEmentalrayIblShapeTemplate.mel";
ya_physEnvEdit;
salut,
calin
Ah that explains it then, I did a quick reproduction of victor’s scene and was able to achieve transparent shadows, I was wondering why he wasn’t getting them also. Thanks yashu.
OK, one more dumb question:
Why do objects with this shader not show up in the alpha channel? Or rather, why do they show up as black, except for where they reflect other objects?