pSSSt....


#121

Yes, i included mel as was described. I have in the node subdialog for linking lights. Anyone use it as mental ray->material? May be you can show small test scene? I suppose it is just my settings error.


#122

I am playing arround with the installation of this shader under OSX now for a while. Its the first time I do this - going into the application contents and hanging the raryc - I followed the described instructions and I think I did everything right. I see the diffusion shader in maya but when I try to render it (using scenes other useres posted here, so the shader should be setuped ok) I get following errormessage in the output window / console under OSX:

LINK 0.0 error 191014: /Applications/AliasWavefront/Alias/maya6.0/Maya.app/Contents/mentalray/lib/Diffusion.so: load failed, dyld: /Applications/AliasWavefront/Alias/maya6.0/Maya.app/Contents/MacOS/Maya malformed library: /Applications/AliasWavefront/Alias/maya6.0/Maya.app/Contents/mentalray/lib/Diffusion.so (not a Mach-O file, bad magic number)

it says that the diffusin.so in the mentalray/lib cannot be opened. when I got it right it should be the .dll file laying there? or do I have to rename the extension from .dll to .so (tried it - doesnt help)

not a Mach-O file, bad magic number — ???

perhaps someone sees my mistake - thnx


#123

Here is a test - scene. :slight_smile:

http://gameleo.altervista.org/Proof_01.mb


#124

Dirtmap applied as “Surface” map on Diffusion (SSS) node.


#125

Mimo8 There is no OSX version available yet.
.dll’s are a pc thing. so you’ll have to keep an eye on this thread untill someone compiles an OsX version.


#126

hmmmm!

one page earlier in this thread someone posted that it works with him on OSX ???
was he wrong, joking or … ???

with me I had no luck

so its the Diffusion.dll file that has to be compiled for mac (into a .so)? just to know

one other SSS questions - what makes the diffusion special?
for example in comparision to the SSS-Simulation Jerry discribes on his homepage using a parti volume in the MR-volume node.
this works only with GI or FG what makes it slow - but didnt people here say that Diffusion could also be faster ???

so do I get it right and the Diffusion shader is easier to setup, cause you can plug it to any node and it needs no GI

thnx


#127

This shader is rendering a true Subsurface Scattering. The guys of Motiondesign.biz has simulated the transluency using caustics and a volume shader.

So with this shader you have many options. You can draw a texture map to control where the SSS effect will be more or less visible, you have contol on sampling for quick feedbacks… and many other usful attributes.


#128

Originally posted by Gameleo
[B]Here is a test - scene. :slight_smile:

http://gameleo.altervista.org/Proof_01.mb [/B]

Thnx for scene, Gameleo :slight_smile:
The warnings did not disappeared, but I see, that it renders with GI and FG.


#129

Originally posted by mimo8
[B]hmmmm!

one page earlier in this thread someone posted that it works with him on OSX ???
was he wrong, joking or … ??? [/B]

he was wrong… it needs to be recompiled in order to work with OSX or linux


#130

Hi this all sounds gtreat but how do i use it inside maya anyone? please help
thanks
louis


#131

Hi louismac44,

The diffusion shader as you probably know work with mental ray.
So first create a maya shader (blinn for example), after create the mental ray shader diffusion.
-If you don’t see the mental ray nodes just add in Maya.env this MAYA_MRFM_SHOW_CUSTOM_SHADERS = 1
(You can find it in c:\document and settings\username\documents\maya\5.0)-
Use the diffusion shader in the output connections of the blinn material->mental ray->material

For made work a mental ray shader you have to link it to the light in use.

Active the mental ray in render global and switch on the final gather if you need GI.

Hope this can help :slight_smile:


#132

Ive notice that using this render node with Glob Illum or even Final Gather, it turns my renders really really slow. Anyone with the same experience? I tried to optimize my render globals to no success. I thing it has to do with the shader itself not with the render globals parameters. Also i would like to ask this; if im using more than one custom shader in my network,
mental ray will proccess them one at a time, i believe,right?
So if two or more custom shaders from the same network,
ask for the same information(s) ,(caclulations, algorithms,whatever)
will mental ray proccess the same information twice(or more).

In other words,if i use say this shader(diffusion) and dirtmap,
and say, both shaders ask for identical information,
will that impact render times,or not?

Hope i made myself clear.
this is on maya 5.01


#133

Hi again!

I’m finishing the shader now (actually the shader is finished, but I’m writing the documentation). I guess I fixed all the bugs that cropped up so far.

No, mental ray won’t recompute in the case you described. If you stick a single Dirtmap into multiple inputs on multiple nodes, it will still only be computed a single time per sample, and a cached result will be distributed to the connected nodes. If you use 2 Dirtmap nodes in the same tree however, mental ray WILL execute the shader twice, since it cannot know it the parameters given and the context the shader is in will result in identical results or not.

Generally, for optimization, I’d suggest you use something like a ray type switcher. I’m not sure if this comes packaged with Maya or not, but I’m sure there is a free one available.

Basically, use it to execute a different, simpler branch of your shader for Final Gather rays. In there, you can use a copy of the Diffusion node with lower sample settings.

Ciao, ¡muh!


#134

I’ve been pluggin this into a character I never originally textured (and I know I can’t texture, but I’m having fun!)



#135

I created a Pikmin real fast to test the shader:

http://members.chello.at/roobie/pik_01.jpg
http://members.chello.at/roobie/pik_03.jpg
http://members.chello.at/roobie/pik_04.jpg
http://members.chello.at/roobie/pik_05.jpg

Works pretty well! :slight_smile:


#136

:cry:

OSX please

this one and dirtmap … is there not anybody in this wide maya world with the skills and the interest to port this two great shader for mac ???

is there …


#137

Originally posted by mimo8
is there not anybody in this wide maya world with the skills and the interest to port this two great shader for mac ???

Maybe you could try asking around on different forums? Maybe on Mac forums?

:shrug:

I just thought I’d post to say that it can do Wax/Rice Paper really nicely! I’ve attached a basic example.


#138

Version 1.0 seems to finally be out. :thumbsup:


#139

diffusion shader

:applause: :applause:

THanks muh !!!


#140

:smiley: new params… no old scenes…

ciao
francesca