pSSSt....


#81

Originally posted by maxx10
In Maya 5 you should find pluginwizard under the “gifts” folder, unfortunately until someone updates to 6 there won’t be any chance to port these shaders.

Found it.:applause:

I’m confused though, why do we have to wait for someone to update to 6? Is it becuase the XSI stuff only works with the new version of mr? You’ll have to excuse my ignorance, I have zero experience in programming/porting/coding, but I am eager to get a SSS solution for the Maya Mac users.


#82

Francesca…see your PM…


#83

Well Topce if you need me to do something I have got maya 6 since last week. :slight_smile:

pasto


#84

guys… for the osX port… :blush:
first of all… you need the source code from theBigMuh… which is not released yet… as it’s a beta (will he release also the source…?)… second and most important thing you have to hope that he’s writing that shader in pure C… not C++… if not… you’ve to get a C version of that shader… then compile for osX… as mr for maya on osX, for what I know, works only with C shaders…
:smiley:

ciao
francesca


#85

damned…

pasto


#86

man, us Mac Maya users just can’t seem to catch a break can we? :cry:


#87

Ah, no worries.

First of all, I’ll of course release the shader source when it’s finally and really done and all (most) the bugs are gone.

Also, ALL mental ray versions use C as shader language. That’s the reason why all the functions in my shader sources that mental ray has to access are declared as “extern C”. Only the Windows DLL stuff is in C++, and you will anyway have to cut that away for OsX.

Ciao, ¡muh!


#88

Thank you thbigMuh!:applause: Very kind of you! Do you think it would be possible for you to help us port it over to OSX? We would appreciate very much. :slight_smile: :bounce:


#89

Does transparency not work with this shader or something? From my understanding how people are getting that depth based transparency is with SSS shaders. Like if you stick something in wax. You can see it near the surface but the deeper it is in it, the less visible it is.


#90

Hey visualboo that is weird:surprised

Does transparency not work with this shader or something?

Well Didgim nice ice render seems to show this, unless it was done in post. The thread at XSI base shows a great example of this by Nocturn with his popsicle. .on PAGE 3

sorry cant link directly to page 3.

Jozvex’s render (rockthings) makes me hungry


#91

Yeah thats exactly what i was looking at when i was thinking about that. Doesnt seem to work tho. shrug Anyone else have sucess with getting that king of look?


#92

Originally posted by visualboo
Jozvex: Are those using displacement?

Yes they are. They’re just two poly spheres that are deformed a bit, with a Brownian 3D texture applied in the displacement channel.

I’ve been using the Diffusion shader in the MR Material Shader slot though, not as ambience/incandesence by the way, maybe that’s it.

:shrug:


Edit:

I just started a thread on this over at 3DBuzz, and I took the time to write step by step installation instructions. So those that are having trouble etc can look here:

http://sv3.3dbuzz.com/vbforum/showthread.php?s=&threadid=74359

I also attached a zip to that thread containing all the necessary files, plus a copy of the shader instructions that were explained in the XSIBase thread.

:wink:


Edit Again:

Does anyone know what to edit in order for other shaders to appear up in the Material section of the Mental Ray shaders, instead of right at the bottom? Like Dirtmap and RayType?

Thanks!

:slight_smile:


#93

Thats an intresting question. I’m not sure about you guys but the diffusion shader and the lightengine SSS shader appear at the top for me, while the dirtmap and reflection utility appear at the bottom. I noticed that before I updated the dirtmap with the new file it appeared at the top…:surprised and now its at the bottom


#94

Originally posted by NightshadeVFX
Does transparency not work with this shader or something? From my understanding how people are getting that depth based transparency is with SSS shaders. Like if you stick something in wax. You can see it near the surface but the deeper it is in it, the less visible it is.

Yes you can do that with this shader! I’ve attached two example renders.

I looked some more through that XSI thread and in order to see another object ‘inside’ you must have raytraced shadows on for your light.

The first render is just the plain Diffusion shader with adjusted attributes, but the second render has a PhongE shader assigned to the Surface Shader slot, and that PhongE has Refraction turned on, though the IOR is just 1 so that refraction occurs, but there’s no distortion.

If you’d like me to attach my Maya 6 scene, just say so.

:slight_smile:


#95

Originally posted by Tierackk
I’m not sure about you guys but the diffusion shader and the lightengine SSS shader appear at the top for me, while the dirtmap and reflection utility appear at the bottom.

That’s what I meant too, I just worded it the wrong way.

:scream:

Originally posted by Tierackk
I noticed that before I updated the dirtmap with the new file it appeared at the top…:surprised and now its at the bottom

I see! Well that should narrow it down to the .mi file, because that was all that got updated right?

I did look in the .mi files but I’ll take a closer look. I’m sure super Francesca knows, hehe.

:slight_smile:


#96

Originally posted by Tocpe
[B]Found it.:applause:

I’m confused though, why do we have to wait for someone to update to 6? Is it becuase the XSI stuff only works with the new version of mr? You’ll have to excuse my ignorance, I have zero experience in programming/porting/coding, but I am eager to get a SSS solution for the Maya Mac users. [/B]

you don’t need maya 6 to make it work, you could do it with maya 5 as well but maya 5 was an old CFM OSX architecture app, while maya 6 is a new architecture Mach-O OSX app, so to develop plugins and shaders for maya 5 you had to use its APIs and you could do it only with Metrowerks Codewarrior, a programming environment which isn’t easy to use for the casual user and also it isn’t exactly cheap, things have changed with version 6, by changing the underlaying architecture you can use freely accessible dev tools such as xcode making it easier to port stuff, but then it’ll work only with maya 6.
So if you want to use this shader under maya 5 you either have to find someone with maya and codewarrior experience, and they are extremely rare, since only a hard core programmer dabbles with codewarrior, or wait until more mac users upgrade to maya 6 and hope that at least one of them has the knowledge to do the port, which as I said will be easier to do now with ver 6, so, hopefully you won’t wait too much, personally I’m planning to give it a try as soon as I upgrade :stuck_out_tongue:

Pasto:
If you want to try or are just curious, just open maya’s help and search for “mac osx environment”

Also… to all the pc users here, sorry for the lengthy discussion on OSX architecture, and keep it up, some nice stuff you’re doing… at least when us mac users put our dirty little hands on this stuff we will be able to leverage upon your knowledge :bounce:


#97

Ok I figured it out, it’s really easy to make them appear up the top.

All you need to do is add the line:

apply material

Towards the end of each .mi shader file you want to appear in the Materials section. I added the line to the Dirtmap, RayType and Diffraction shader files and it worked. I added the line right after the “Version 1” line.

:slight_smile:


#98

Well, I’ve tested the Displacement too, here is what I’ve got:

and if someone need the base file of the rendering here is it:


#99

Thanx maxx10, I will try that.

pasto


#100

As i see SSS shader with micropolygon displacement is Hot topic those days… Im wonder whats is next … Lets start a new topic with shaders request.

Bump, displacement etc.

maya file here