Hey guys (and girl)
I’ve been trying this whole XSML material workflow, but not having much luck for software rendering. if I create a new phong node with a checker generator or something in the diffuse and save it, it shows fine in the max viewport, but renders black with the error:
MSG 0.0 error: Custom translation interface for mtl/tex ‘08 - Default ( DirectX Shader )’: Shader declaration “Illumination_phong” not found.
API 0.0 warn 302080: while defining metasl “Illumination_phong”: redefinition of MetaSL shader library “Illumination_phong”
MSG 0.0 error: Custom translation interface for mtl/tex ‘08 - Default ( DirectX Shader )’: Shader declaration “Illumination_phong” not found.
so I go to the max help which says “Important - For a MetaSL shader to work with mental ray, you must save it as a phenomenon. Phenomena are described in the mental mill Artist Edition User Guide.”
so I pop on over to the mental mill Artist Edition User Guide which says to create a phenomonimuim I can select my nodes, right click and go create phimomimumm from selected nodes. I do that, then save it and bring the shader into max again… still shows fine in the viewport, but the new error message for software (mr) rendering is:
PHEN 0.3 error 051011: shader “Phenomenon” not found
PHEN 0.3 error 051011: shader “Phenomenon” not found
arg! So, my question is: why cant I spell phimonimium? 
no, really, has anyone managed viewport/software rendering with XSML shaders? :shrug:
p.s. this is the trial 32bit version and the mental mill from autodesks help, in case it matters…


