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


#61

http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=5659551
download the “3ds Max 9 Users Reference Online Help”
and then go to: “material editor, materials and maps > materials > arch & design material”

ciau :wink:

mat


#62

What am I supposed to be plugging into the bump slot for the material?

THe only thing that works is the bump flakes.


#63

Yahsu has posted it
http://mymentalray.com/forum/showthread.php?t=22&page=2


#64

I find it kind of ironic that the greatest improvement to my maya rendering workflow came from stealing shaders from 3DS. But I guess since their both autodesk, they would of made it anyways and yashu just let us get ahead of the game :applause: But what is the best way to get bump mapping onto the mia material?


#65

I was using the mia_physical sky and everything was working great. But then I decided to change the settings in the “Sun Direction tab” and now when I render everything all I get is a black render (the scene will render but for some reason the sun and the sky turn themselves off). I put the settings back to the default settings but the problem still persits.

Is it a bug? Anyone else encountered similar problems? Or have I just gone and turned something off without realising?

Deleting and setting up the mia_physical sky works though…but that’s kind of a drag doing that everytime it breaks.


#66

dagon > thank you very much
about this black renders situation > i got this from the first moment i hit the render buttton… i think that if you lower the horizon (or ground plane i believe) it should fix itself


#67

This happens to me if I scale directional light. If I set it back to 1, 1, 1 everything is normal again :slight_smile:


#68

Great job Yashu! Thanks.Here interior with Sky/sun test. Default simple settings.


#69

Hamburger: don’t scale the directional light, else You will have black renders.


#70

Thanks, that seems to be the cause of the problem.


#71

Hmmm… Assigning two mia_material_roundc to different faces of a poly-plane renders out BLACK!?
Seems it has to do with light linking somehow.

Anyone else have this problem?


#72

That’s odd. I’m sooo glad I didn’t run into that last night.

I had trouble exposting an object with multiple colors from another program, so I split it beforehand.


#73

hi guys i have upload the docs to this site http://www.drivehq.com the account user/pass…
is architectural. go under my documents.

this are the the library docs from mental images not max stuff !!!

cheers


#74

Will this support XP 64bit? OS X compile would be lovely as well.

Cheers,


#75

Is there any way to use standard IBL-setup (with HDRI image) alongside physical enviroment?
It seems that HDRI options are disabled when using physical env.


#76

download the max9 X64 trial and get the architectural.dll file from it (if you have a MSI unpack tool like total commander, you even dont need to install it, just get it directly from inside the msi installler archive :D)… as for OSX you’ll have to wait for the oficial maya release of these shaders… :shrug:

Is there any way to use standard IBL-setup (with HDRI image) alongside physical enviroment?
It seems that HDRI options are disabled when using physical env.

ummm, having just the sun + custom environment?
then just turn the ibl type to file and browse for your own image.

or physicalsky + custom environment blended up?
disconnect the physicalsky from ibl.texture and then plug a mixing utility into the ibl.texture and then the physicalsky + the other texture into the mix layers (though disconnecting the sky will end up in not being allowed to open the edit phys env window).

or just add some clouds to the sky?
use the background option of the physicalsky (take a look in the online docs posted by dagon, or directly this pdf for more help. Also in the max forums there a nice thread dedicated to these shaders)

cheers! :slight_smile:


#77

I tried to see connections between ibl mode and mr sky, but it seems they are not excplicitly connected in manner: mr_sky.message( or .outValue, outColor whatever output) ->ibl.texture. So I couldn’t expose it and blend it with sth else.
Is there any hack available to use 2 or more ibl nodes in same scene?
To MasterZap: what attribute of monolithic arch shader should I map to corespond to standard blin/phong’s specular color?


#78

Confirmed and working on 64bit, thanx fella’s!


#79

yeah at least i got it to work thX


#80

Screw the mib_bump shaders, use the misss_set_normal as a bump pipe:

Turn on ‘Export with Shading Engine’ in the SG to enjoy filtering on your bumps/textures.

What’s the min ray version for the mia_material btw. Master Zap, if you’re reading this by any chance? Great job on that one anyway, that’s probably what everyone was waiting for! Thanks a million! :bowdown: