Mental Ray - Shaders


#3705

yes! for me works too! good job!:slight_smile: and lafortune+fg= strange artifacts…specially with bump and reflection:shrug: it´s a shader problem


#3706

I´m trying the maya mi of ctrl_shading ,but reflection and specular don´t work in max…i think that the next version will have max version too


#3707

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 ‘compound’ output to your slot in the mat editor to see also spec and reflect, if not you’ll have to encapsulate it in a phen while layering out with a mib_interpolation or such(add mode).

also in 3dsmax there’s already the a&d material… that I don’t know why you need the ctrl.shading. :slight_smile:

max

ps: Hi Jeff !!! I just realized you’re here.


#3708

thx…so i pluged it in

thnx! but I plugged it in compound mode but reflection and specs don´t work…but don´t worry they are only for testing purpouses :slight_smile:


#3709

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).

I’ve used Puppet’s mega_tk shader abit but i find it too abit lacking, especially since you can’t 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 there’s a solution on the horizon :slight_smile:

This is the only thing that makes me evaluate other render engines aswell :slight_smile:

-theo


#3710

Hey Max! Sure glad to see you around here as well. :thumbsup:


#3711

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 outputs…but sometimes that´s very hard with MR :sad:
Another cuestion…ctr_multidisplace work with max?..I try it in maya and it´s a great shader but i don´t know how use in max…


#3712

hello guys:

can anybody please help me how to make my object glow or get a neon effect.

thank u


#3713

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


#3714

I’ve used Puppet’s mega_tk shader abit but i find it too abit lacking, especially since you can’t 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 don’t support spliting out passes. For example in doc you may find tutorial about using fast_sss shader with p_MegaTK.

And you’ll 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, it’s 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 don’t forget that you should create all passes manually (sometimes it’s not so simple and sometimes is not so correct).

p_MegaTK is more automatic solution, but ctrl_buffer more manual.


#3715

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


#3716

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:

(click to enlarge)

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Toilets-n-sinks (click to enlarge)

(Max9 only)


#3717

First off, I want to say Thanks to Jeff for all his amazing efforts here (and everywhere in general)… I’ve 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… I’ve 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 advance…in the meantime check out my blog (linked in my sig) and I’ll keep testing away!

btw…I am using Max9 and always model in a feet and inches and tend to use mr sun and sky a lot…


#3718

Hi Chris,

I didn’t 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 you’re certain that the “refract light and generate caustic effects” option isn’t the issue…then drop a dielectric photon map into the photon slot of the mental ray connection rollout.


#3719

how can i use the mr prim hair with the mr shader…the rendercolor must mach the material color…see my attachment please…because i have some issue that the final render don’t mach the material color.


#3720

Hi everybody !
I was preparing an exercise with geolights for my students and that’s what i got !! :eek:


(clic to enlarge)

The vertical cylinder became horizontal …
Has somebody encountered this ? a bug ?

Here is the scene (Max9)
scene : geolights103.max
archive : geolights103.rar

I got it only in this scene, I’ve done another one without any problem :shrug:

Thanks for looking this post.


#3721

Yes, currently the geolight deal is extremely buggy and unpredictable in 3dsmax. It’s a great concept and it seems to work great in Maya…but I really wouldn’t recommend teaching it to students since it’s unreliable in 3dsmax.

For some reason it’s placing the geolight near that back wall. If you turn off the objpreset option on the geolight settings, you’ll see both the geolight and your original mesh. Then, if you turn off the lightvisible option, it won’t display the rotated cylinder at the back wall…but that’s still where the light is emitting from.

So, as you can see it really has a mind of it’s own at times. :argh:


#3722

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 :slight_smile:


#3723

Thanks for your reponses Jeff and Javier (es tambien el nombre de mi hijo …:slight_smile: )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 it’s own at times.

You’re perfectly right Jeff …


#3724

hey whats worse is that we dont have a mix8layer in mental ray for max :sad: