Hi MrElmo ! I have good news for you, Jan (Pixero) makes our life easiest
take a look to JS_MultiLayers, his mod of mix 8 layers, but with more slotsā¦ItĀ“s a VERY usefull shader
download here: http://www.pixero.com/downloads_mr.html
Hi MrElmo ! I have good news for you, Jan (Pixero) makes our life easiest
take a look to JS_MultiLayers, his mod of mix 8 layers, but with more slotsā¦ItĀ“s a VERY usefull shader
download here: http://www.pixero.com/downloads_mr.html
Hi all -
Has anyone figured out how to load the presets for the T2S shaders? I wanted to play around with some of them to get a feel for the parameters for some water/glass Iām working on, but canāt figure it out.
Any help would be appreciated (I did look on their site, but couldnāt find it there)
Thanks in advance
b
Hi all
Iām trying to reproduce a plastic bottle with liquid inside ⦠but Iām having problems ā¦
Iām Using 3dsmax 9 with mental ray and itās new arch & design material
Iām close of getting what I want but there is that black part that is appearing at the
bottom.
Please have a look at the two pictures ā¦


Iām using the glass preset with 1.64 IOR ⦠transparent shadows etc ⦠the thing is that the bottle alone looks ok ⦠but as soon as I add water ⦠the dark bottom thing appearsā¦
The plastic bottle & the water surface āintersectā but maybe itās not how I should do it ā¦
If you have any tips for me it would be appreciated ā¦
Thanks
Louis
try increasing the number of reflection and refraction rays used by MR. This can be found in the MR render settings.
When a refracted ray bounces to itās max. It returns black.
Thanks for your reply Mathew ⦠Iāve tried what you told me without success :sad: ā¦
After that Iāve tried the other method described in the help file (the one describing that it is preferable to consider the refraction in regard of āinterfaceā instead of āby mediaā as they say)
Iām not getting much better results ⦠maybe it comes from my surfaces ⦠they are nurbs comming out of rhino !
Well Iāll post the results of the computing tomorrow ā¦
Thanks
Louis
Hi, another MR noobs here. I want to ask about geolight shader. How can i make the light more brighter, like what Jeff demonstrate int the earlier post. Is geolight shader by itself can lit entire scene? (for example a room full of stuff). I try adding as much geometry and attach it as a single geometry but still too dim. Adding another light and another seed of geolight doesn`t seem help. I try to add a normal light but as a result the geolight effect dissapear. Please help, thanks before.
Say Jeff when you say Wrapped in a clear coat on your blog do you mean shellac? And how do you get it clear.

Here is the result of the calculation using the āinterface methodā proposed by the help file ā¦
Not much better
once again if someone has any tips ā¦
Thanks
Louis
What about adjusting the object properties of the water mesh and disable the receive and cast shadow options?
You can use the shellac material. For example, create a shellac material and put a standard material into the base map of the shellac material. Then put an A&D material in the shellac material map swatch. Then just set the A&D diffuse color to pure black to keep it from contributing to the base color (shellac is an additive effect).
Simply adjust the options on the actual light that you assigned to the geolight shader. As a side note, I preferred to leave the ālightdefaultoverwriteā option off on the geolight shader and adjust the samples/settings on the light as normal.
EDIT:
I also just added a few more materials to my blog, like this electron_microscope material:
Electron microscope material (click to enlarge)

Hereās a question: Is there anything similar to a mipmap swapper that can be used within Mental Ray or Max in general? As in, a scripted behavior on a bitmap slot that would change out the image for a low-res proxy, based on distance from the camera. You might even want to turn off bump/normal mapping at a certain distance to cut down render overhead.
A plugin like that would have been nice to have this afternoon, when MR kept having memory crashes at minute 29 of a 30-minute render.
Iām sorry, Mr. Patton, but it doesnāt look good. Youāve got little hairy teapots floating through your bloodstream. Iām afraid Mental Ray has taken over your body.
Hi there,
have aquestion, how can i create an Mental Ray material like this:
![]()
its an V-ray material on this site:
http://www.renderomat.com/classified.details.php?id=52
thanks for looking![]()
Hello,
I have a queation, how can I create an MR material like this in 3 ds Max 9:
![]()
thanks for looking ![]()
Use as material shader and apply your different shaders/textures to the layers and use the different blend modes just like with layers in Photoshop.
Sadly the interface in Max isnāt as good as in Maya.

This is simply because there is no way of getting dropdown menues in MR shaders without also coding a Max SDK shader. Something I donāt know how to do.
The current way with integer numbers makes it hard to remember which inumber for example the āscreenā blend mode had. I really wish they would make it easier to do better gui for MR shaders in Max.
yes! max must have better meditor scripting like maya AETemplatesā¦in maya, shaders are easier to controlā¦I hope a solution for this problem from autodesk guysā¦
Hi guys,
Very soon iām going to need to give some thought to a material that i need, to be honest itās a little hard to describe let alone create.
Ok, so if you can imagine a glossy translucant material. When i think about it, itās kinda like a car paint material with SSS with a slight diffused transparancy. Not sure, maybe itās easier than i thought. Is is possible to combine the Car paint with SSS? Itās a little similar to Sunny from i,robot.
Any thoughts or suggestions really appreciated.
Cheers - Dave.
Hi everlite :)mmmhh try to combine frosted glass with volumesā¦similar to sss_glass shader in the first post of this thread,I think that it works similar that the I robot shaderā¦but i read a technical paper about this film in 3dworld magazine and this shader seems very complex to emulate,because considers incidence angle,distance and a lot of parametersā¦
Cheers, though it doesnāt need to be too technical, just something translucant and shiny, that can be animated in a reasonable time. I might just use the SSS and make it glossy. Though i donāt think you can create a transparancy with SSS? not sure, any pointers? I probably will use Sunny as a reference, having just noticed the DVD earlier itās very similar to the final idea.
Cheers again - Dave.
Why donāt you try the A&D Material with its translucency?
I think with the A&D it must be possible.