Mental Ray - Shaders


#3585

Just a note that the geolight shader seems to work a lot better for us (max users) with max9. I’ve even rendered out animations without problems. The only issue that I’ve run into is that it doesn’t work if you assign more than one mesh to the geolight. Naturally, the work-around for that is to combine all the “light” meshes into a single mesh object.

Example:

(room mesh is the Howard B test room)


#3586

wow, jeff. that sure does look impressive!!!


#3587

… hi Jeff, stunning result!

my tests were also very positive. functionality, speed and quality.

geolights - that´s a great feature, now. very nice.

I would also invite you, as one of the “mentalray gurus”, to this thread

[b]VRay-like interior renders with mental ray???

Your input would be really welcome !
[/b]
Greetings

Klaus


#3588

Hi Jeff,
Which geolight are you using ? Is it Ctrl_studios or Puppets ?
cheers


#3589

Hmmm, good point…both were used actually. I used the mrGeomShaderObject.dlo mentioned at the bottom of this page:


and that is created by Pavel aka “Puppet” (I assume).
But then I also used the ctrl_geolights shader on the geomshaderobject.


#3590

Do you know if there is difference between the 2 ?
I’m hanging to try puppets path tracing :wink:


#3591

I’ve installed the dlo and plugin mamager shows it’s loaded, so where do I find it in 3ds R9 and how’s it used?


#3592

Is it a bug, or does the bitmap/photometric paths not work with the new A&D material? I change all my paths to UNC to setup a net-render, and A&D thwarts it. I gotta go manually dig the A&D materials I used out of the scene and change every bitmap path in it as they don’t show up in the bitmap/photometric paths utility.


#3593

It should show up under ‘mental ray’ in the Create tab when you click on the dropdown list. If it doesn’t, change your GUI preset to ‘mental ray’ (Customize menu > Custom UI and Defaults Switcher). Then it will show up.

Dave


#3594

Hi,

not sure if this is the appropriate thread since it’s use of an exisitng shader rather than anything new, but one thing I liked in f-edge was the ability to specify filleting on specific edges.

I didn’t see a way to do that in the A/D material, but then I worked out that the ever-handy vertex colours could be used to change the radius of the fillet on a per face or per vertex basis.

If you need to go larger, you can stick the vertex colour map under an output map and crank the RGB level up and it works a treat - not particularly accurate, but might be handy to some people.

Cheers

Steve


#3595

Is there any way of mapping reflectivity in the Arch + Design material? I’ve been puzzling over this all morning… I can map reflection color and glossiness, but I can’t seem to map reflectivity.

Dave


#3596

See if this helps:


#3597

Thanks Jeff, that’s it. :thumbsup:

Dave


#3598

hello:

can u jeff tell us please how u did this

thank u


#3599

The grass was made with displacement. You can download that file (and most of the others I’ve posted in this thread) from my website:
Here are the really old Max6 files:
http://jeffpatton.net/Max6/index.html
Here are the somewhat old Max7 files:
http://jeffpatton.net/Max7/index.html
And here’s an actual displacement tutorial I made not too long ago:
http://jeffpatton.net/MR_Grass_Displacement.htm

Finally, I’ve been posting some newer info in my blog here:
http://jeffpatton.cgsociety.org/blog/


#3600

wow thats great, thank u jeff u r very nice, u rock:buttrock:

yeeeeeeeeeeeeehhhhhhhhaaaaaaaaaaaaaaaa


#3601

Hi! I think I saw a link on this huge thread once witch lead me to a site where it explained how to make cd, lens and other effects like that. I’m mostly interested in the lens effect for a projector, it has something like a redish gloss to it. And just so I’m not missing anything… does any of you guys know how to go around this thread easier because although Jeff was nice enough to make a summary on the 1st page it’s still kindda difficult to jump between distant pages.


#3602

Hey guys, im new to this particular thread so i appologise if my first question is off the current conversation but here goes and hopefully someone can help me.

Im an animator and modellor, and occassional renderer with Brazil but now my workload has stepped up and i need to start doing alot more rendering. Ive not got along too great with Brazil and as we’ve just got max 9 i want to utilise the mental 3.5 shader. I have little experience with mental ray but have been playing around and got some nice results with the sky/sun and final gather.

For the next few months i will solely be modelling and rendering realistic products such as cameras, phones computers etc for an educational book. Can someone suggest the best studio lighting setup to get the most realistic results. The sky system works well but should i be including more lights and so on to get a more realistic result. I know the answer may be hidden somewhere in this thread but theres thousands of replies and im after an answer that best suits my needs. i tried downloading a studio scene setup posted on here but it appears it is for max 8, or at least wont render properly in max 9 and i want to use the new features mental ray 3.5 has.

Any scene setups you may be able to share will be greatly appreciated so i can learn from your techniques.

I hope this isnt too simple of a question or has been covered loads, i just have little experience with mental ray and dont have much time to play.

Thanks in advance!


#3603

if you want a strictly studio setup, i posted i scene earlier in which i simulated a shooting tent. frankly, it is one of the best setups i’ve seen, and it is very versatile, so you shouldn’t have much problem rendering different models with it.

hope this helps, and good luck


#3604

Thanks alot. I checked out your scene before but was just getting black renders. i realised this was because i was missing the softbox2.tif that has been applied to your glows etc. Am i right in thinking this softbox texture is just a plain white map? ive replaced this with white maps and it seems to render the same as your example image. Thankyou very much for this scene, looks like exactly what im after