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


#121

its very nice


#122

You have to plug mia_material_roundcX.message ->mia_material_roundcXSG.miPhotonShader. I.e. You have to assign photon shader to Your shading engine, if You want Your objects to participate in indirect illumination energy distribution. ( Hope I said it right :wise::slight_smile: ).
And YES, that snailed down Your render times, since mr is shooting bunch of blanks to Your barren soil, and nothing comes out of it’s effort.

Same as with any maya native shader.


#123

thanx for sharing this approache Floze , but after testing it ,i oticed that a bump value higher then 1 has no effect


#124

Not sure what went wrong, but I didnt encounter this behavior. Works fine with any bump value in my tests. Maybe post your setup so we can sort it out?


#125

Hi, I’m starting to play with Yashu’s architectural.mi to automatically “ungamma” the input colors. It’s the first time I touch .mi files, and I’ll parameterize the gamma and process the other colors later, but for now I have done a very simple hard-coded ungamma of the diffuse in the mia_material_roundc phenomenon. It appears to work fine for both input colors and textures, but I’m still getting warnings. So these simple changes appear to work (they render as expected)…

[...]
 shader "color_to_vector"
  "maya_color_to_vector" (
   "color" = interface "diffuse"
   )
 shader "gamma"
  "maya_gamma" (
   "value" = "color_to_vector.vector",
   "gamma" 0.454 0.454 0.454
   )
 shader "vector_to_color"
  "maya_vector_to_color" (
   "vector" = "gamma.outValue",
   "a" = "color_to_vector.a"
   )
 shader "mia_material_tm"
  "mia_material" (
   "diffuse_weight" = interface "diffuse_weight",
   "diffuse" = "vector_to_color",
[...]

but I’m getting this warning for pure colors:
API 0.0 warn 302018: type conflict: “color” is type color, “maya_color_to_vector” returns type vector
and this warning for file textures:
API 0.0 warn 302018: type conflict: “vector” is type vector, “maya_file” returns type color
Any ideas how to fix those before I continue? (I’m using Maya 7.0.1) Thanks.


#126

If you like sun&sky renders click this and enjoy my accumulated “tests” while developing. Some better…than others. LOL :wink:

/Z


#127

Nice! Fun, cool stuff :thumbsup: Do you have your own render farm? Only thing is that the first thing that jumped at me was the twichty sun in the second scene, I assume it was an early test?


#128

As a matter of fact, the “twitchy sun” one was the very first test.

No, no “farm”, these are all done overnight on my main dev machine. I mean, computer has to have something to do while one sleeps - right? :wink:

/Z


#129

Some related infos on gamma in mental ray:

  • mental ray applies gamma (color^gamma) correction to NON floating point OUTPUT images, gamma can be disabled in the rendering options of course.

  • mental ray applies REVERSE gamma [color^(1/gamma)] to all NON floating point INPUT textures.

  • It is obviously preferable to use always fp input/output and do gamma correction only in comp keeping the image data in linear color space for post-processing

cheers,

p

paolo berto
/jupiter jazz/ visual research


#130

Hi everyone.

I’m having trouble with the alpha that mia_material generates. It shows up as transparent (black) except for parts on the object that are showing reflections.

Is this its normal behaviour? If it is, how do I set it to the normal Opacity Gain for the matte?


#131

may I ask how you added the clouds in there, perhaps you could show us the textures you used and where you plugged them in?


#132

avinashlobo,
In “render settings/mental ray” expand the “custom entities” tab and click the “Pass custom alpha channel” check box.


#133

Go to my mentalraytips blog for that answer.

/Z


#134

This tip is really great MasterZap. But I have some issue around the model. Don’t know why. Could you help? (sorry for low quality image)


#135

Don’t know… what is your filter settings? One of Mitchell or Lancsoz? Is your “lower” sampling less than 1 sample per pixel? If so, this could be due to a (recently fixed) filtering bug. If not… I dunno. :shrug:

/Z


#136

thank you for that

and sorry to bug you but did you see this question? http://forums.cgsociety.org/showthread.php?t=461941


#137

Do you have something plugged into the night color. That doesn’t seem to work as expected (or even crashes) unless you use a solid color or MR texture. If you use a Maya file texture, it only seems to render around the edges of objects like in your image.


#138

Do you have something plugged into the night color. That doesn’t seem to work as expected (or even crashes) unless you use a solid color or MR environment texture. If you use a Maya file texture, it only seems to render around the edges of objects like in your image.

I’d really love it if I could get Maya textures to work there so I can make a nice rotating night sky.


#139

MasterZap,Victor : Thank you very much for that. It was my fault using maya envSphere. After using mib_lookup_spherical the problem gone. Thanks. (sorry for my bad English)


#140

How is the connection made to use mib_lookup_spherical ? can you post a screenshot ?

thks