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


#41

OMG !

I almost had a heart attack with the IBL node ! My Hypershade was opened and… and…

What to say ? That :buttrock: !

:applause:


#42

:slight_smile: 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?


#43

that’s not the Attribute Editor on the right… it’s just one window to control the whole physical_skysun setup :wink:

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 :slight_smile:

salut,
calin


#44

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 ???


#45

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 :slight_smile:

Also as a tip, watch the directionaLight in the viewport to get a clue where the sun is on the sky :wink:


#46

I am speechless, the power of the mia and physical sky is incredible…
Thanks again for your great work, yashu :thumbsup:


#47

So, I’ve had a chance to play with it, and yes, it’s exactly what I was hoping for.

Thanks!


#48

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 :stuck_out_tongue: )

:thumbsup:


#49

what’s the problem with sunset/sunrise?


#50

That s when I still not find the magical Sun Direction tab :scream:


#51

Can anyone get transparent shadows to work? I tried the refractive caustics checkbox, but no change either way.


#52

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 :slight_smile:


#53

How have you done your lighting rig?


#54

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)


#55

go to the ibl and click on the “Physical Environment”
or add this script to your shelf: ya_physEnvEdit
and then click it :smiley:


#56

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 :wink:

or add this script to your shelf: ya_physEnvEdit

yep, just that code works only if the user opened the IBL template before heh :slight_smile:

if (!`exists ya_physEnvEdit`)
	source "AEmentalrayIblShapeTemplate.mel";
ya_physEnvEdit;

salut,
calin


#57

oooh this is a great news for me :smiley: thanx calin!


#58

Awesome! Thanks.


#59

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.


#60

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?