yes! for me works too! good job!
and lafortune+fg= strange artifactsâŚspecially with bump and reflection:shrug: it´s a shader problem
Mental Ray - Shaders
I´m trying the maya mi of ctrl_shading ,but reflection and specular don´t work in maxâŚi think that the next version will have max version too
I´m trying the maya mi of ctrl_shading ,but reflection and specular don´t work in max
take care that ctrl_shading is a multioutput shader. so you have to plug the âcompoundâ output to your slot in the mat editor to see also spec and reflect, if not youâll have to encapsulate it in a phen while layering out with a mib_interpolation or such(add mode).
also in 3dsmax thereâs already the a&d material⌠that I donât know why you need the ctrl.shading. 
max
ps: Hi Jeff !!! I just realized youâre here.
thxâŚso i pluged it in
thnx! but I plugged it in compound mode but reflection and specs don´t workâŚbut don´t worry they are only for testing purpouses 
ctrl.studio , the a&d shader doenst function correctly with the render elements (multipass rendering system in max) And it doesnt spit out all the passes in one render, so you can estimate the rendertimes to go through the roof since it needs to re-render every pass (including fg on each pass).
Iâve used Puppetâs mega_tk shader abit but i find it too abit lacking, especially since you canât use other shaders (all the miss shaders for instance), so hoping the ctrl.shading and buffer stuff would solve some of the issues. There are some testing on some new framebuffer shaders over at lamurg, perhaps thereâs a solution on the horizon 
This is the only thing that makes me evaluate other render engines aswell 
-theo
yes! render elements is one of the biggest problem of the Mr implementation! other renderers such as final render (I use it in max 8) have a very nice compatibility with render elements with a lot of new outputsâŚbut sometimes that´s very hard with MR :sad:
Another cuestionâŚctr_multidisplace work with max?..I try it in maya and it´s a great shader but i don´t know how use in maxâŚ
hello guys:
can anybody please help me how to make my object glow or get a neon effect.
thank u
that has already been addressed in this thread. check the index in page 1 or search it.
jeff has a great example scene in his site too
Iâve used Puppetâs mega_tk shader abit but i find it too abit lacking, especially since you canât use other shaders (all the miss shaders for instance)
You can use any mr shaders, but you need connect it to p_MegaTK shader because other shaders donât support spliting out passes. For example in doc you may find tutorial about using fast_sss shader with p_MegaTK.
And youâll have same problem with any shaders that compute passes or buffers (not p_MegaTK only, for example with A&D too).
If you need connect custom passes you may use SpecialC channels, itâs like ctrl_buffer slots.
If you need more custom passes use ctrl_buffer shader, but in some case it maybe slower and have some problem with sampling. And donât forget that you should create all passes manually (sometimes itâs not so simple and sometimes is not so correct).
p_MegaTK is more automatic solution, but ctrl_buffer more manual.
Has anyone developed a shader that can re-create the stress when plastics (such as polypropylene) go white when folded or creased? Eg a dvd case spine
Or, anybody know how i could achieve this?
Thanks
Chris
Just posted a very small .mat file containing some A&D ceramic materials on my blog (link in my signature).
Here are the material test renders:
Toilets-n-sinks (click to enlarge)

(Max9 only)
First off, I want to say Thanks to Jeff for all his amazing efforts here (and everywhere in general)⌠Iâve been following on and off for a long time! I hope that soon I will be able to be give back to this great community
I have a question about water shaders⌠Iâve done some testing to try and get some nice ones, which can be seen here
Something that I have had trouble understanding is getting caustics to work with a parti-volume shader. I know Jeff has shown a really nice example of it on his blog, but I was wondering if anybody could share any tips. I think the thing that is confusing me is where I should be putting each shader in the Arch & Design material. Thanks to everyone in advanceâŚin the meantime check out my blog (linked in my sig) and Iâll keep testing away!
btwâŚI am using Max9 and always model in a feet and inches and tend to use mr sun and sky a lotâŚ
Hi Chris,
I didnât have much at all setup on that material. Just an ocean(lume) shader for the bump map and the parti-volume shader in the volume map slot (bottom of material in the mental ray connection rollout).
Beyond that, if you run into shadow problems like I mention in my blog and youâre certain that the ârefract light and generate caustic effectsâ option isnât the issueâŚthen drop a dielectric photon map into the photon slot of the mental ray connection rollout.
how can i use the mr prim hair with the mr shaderâŚthe rendercolor must mach the material colorâŚsee my attachment pleaseâŚbecause i have some issue that the final render donât mach the material color.
Hi everybody !
I was preparing an exercise with geolights for my students and thatâs what i got !! :eek:

(clic to enlarge)
The vertical cylinder became horizontal âŚ
Has somebody encountered this ? a bug ?
Here is the scene (Max9)
scene : geolights103.max
archive : geolights103.rar
I got it only in this scene, Iâve done another one without any problem :shrug:
Thanks for looking this post.
Yes, currently the geolight deal is extremely buggy and unpredictable in 3dsmax. Itâs a great concept and it seems to work great in MayaâŚbut I really wouldnât recommend teaching it to students since itâs unreliable in 3dsmax.
For some reason itâs placing the geolight near that back wall. If you turn off the objpreset option on the geolight settings, youâll see both the geolight and your original mesh. Then, if you turn off the lightvisible option, it wonât display the rotated cylinder at the back wallâŚbut thatâs still where the light is emitting from.
So, as you can see it really has a mind of itâs own at times. :argh:
Do you try to put the geo-dummy and the area light source at the origin (0,0,0)? I solved lot errors with this setting 
Thanks for your reponses Jeff and Javier (es tambien el nombre de mi hijo âŚ
)I never had problem before with geolights and i have to learn it to my students because they are (future) designers and they often create very special lights and lightning systems :shrug:
I have done some tests more and i discover that the omni get the orientation of the object before to generate the geolight. Here with the vertical cylinder the X orientation is 90° when i change it for the omni to 0° all becomes correct.
There is also a correspondance between the position of objectlight in render and omni after generating geolight
So, as you can see it really has a mind of itâs own at times.
Youâre perfectly right Jeff âŚ




