Mental Ray - Shaders


#3725

Hi MrElmo ! I have good news for you, Jan (Pixero) makes our life easiest :thumbsup: take a look to JS_MultiLayers, his mod of mix 8 layers, but with more slots…ItĀ“s a VERY usefull shader

download here: http://www.pixero.com/downloads_mr.html


#3726

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 I’m working on, but can’t figure it out.

Any help would be appreciated (I did look on their site, but couldn’t find it there)

Thanks in advance
b


#3727

Hi all
I’m trying to reproduce a plastic bottle with liquid inside … but I’m having problems …
I’m Using 3dsmax 9 with mental ray and it’s new arch & design material

I’m 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 …

I’m 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 appears…

The plastic bottle & the water surface ā€œintersectā€ but maybe it’s not how I should do it …

If you have any tips for me it would be appreciated …

Thanks

Louis


#3728

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 it’s max. It returns black.


#3729

Thanks for your reply Mathew … I’ve tried what you told me without success :sad: …

After that I’ve tried the other method described in the help file (the one describing that it is preferable to consider the refraction in regard of ā€œinterfaceā€ instead of ā€œby mediaā€ as they say)

I’m not getting much better results … maybe it comes from my surfaces … they are nurbs comming out of rhino !

Well I’ll post the results of the computing tomorrow …

Thanks

Louis


#3730

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.


#3731

Say Jeff when you say Wrapped in a clear coat on your blog do you mean shellac? And how do you get it clear.


#3732

Here is the result of the calculation using the ā€œinterface methodā€ proposed by the help file …

Not much better

once again if someone has any tips …

Thanks

Louis


#3733

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 ā€œlightdefaultoverwriteā€ 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)


#3734

Here’s 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.


I’m sorry, Mr. Patton, but it doesn’t look good. You’ve got little hairy teapots floating through your bloodstream. I’m afraid Mental Ray has taken over your body.


#3735

Very funny picture and a great shader however ! Thanks Jeff :thumbsup:


#3736

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


#3737

is it able to mix on shader level just as mix8layer?


#3738

Hello,

I have a queation, how can I create an MR material like this in 3 ds Max 9:

thanks for looking


#3739

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 isn’t 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 don’t know how to do.
The current way with integer numbers makes it hard to remember which inumber for example the ā€œscreenā€ blend mode had. I really wish they would make it easier to do better gui for MR shaders in Max.


#3740

:scream: yes! max must have better meditor scripting like maya AETemplates…in maya, shaders are easier to control…I hope a solution for this problem from autodesk guys…


#3741

Hi guys,

Very soon i’m going to need to give some thought to a material that i need, to be honest it’s a little hard to describe let alone create.

Ok, so if you can imagine a glossy translucant material. When i think about it, it’s kinda like a car paint material with SSS with a slight diffused transparancy. Not sure, maybe it’s easier than i thought. Is is possible to combine the Car paint with SSS? It’s a little similar to Sunny from i,robot.

Any thoughts or suggestions really appreciated.

Cheers - Dave.


#3742

Hi everlite :)mmmhh try to combine frosted glass with volumes…similar to sss_glass shader in the first post of this thread,I think that it works similar that the I robot shader…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 parameters…


#3743

Cheers, though it doesn’t 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 don’t 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 it’s very similar to the final idea.

Cheers again - Dave.


#3744

Why don’t you try the A&D Material with its translucency?
I think with the A&D it must be possible.