Mental Ray - Shaders


#4601

ctrl_ghost is neede to get importons working in Max, the ctrl_object shader lets have different sampling on a per object basis. Say you’ve got a scene that renders fine with 1:16 except for one object that only renders smooth with 4:64. Now you don’t need to render the whole scene with 4:64 (long rendertimes), you can assign the higher sampling per object.

You can also do other interesting stuff like labels finally working in Max, meaning you can unlock all the hidden features of the Glare shader and apply different glares according the object labels.

Dave


#4602

So how do I actually use irradiance particles and importons? Even with the ctrl_object I am unable to find the options I had on 2009. Where are they hidden?


#4603

In addition to the mrGeomShaderObj plugin you’d need to use the ctrl_ghost shader the same way you did in 2009. That being said, I’m not sure if a ctrl_ghost shader for 3dsmax 2010 has been publicly released yet.


#4604

Thank you, that’s exactly what I thought. And that was exactly my initial question, I wanted to get to use irradiance maps and importons in the first place.


#4605

… use ctrl_ghost for max 2009 (mentalray) and the geo_shader for max 2010 …

works fine over here but that´s just the situation we had in max 2009 … nothing more

i used the cornell box scene from here

http://forums.cgsociety.org/showthread.php?f=87&t=621727&highlight=importons


#4606

If needed, ctrl_ghost for 2010 can be found here:http://www.max3ds.com/mental_ray/


#4607

Anyone knows how to enable physical lens dof shader? It must be available as it’s listed in help files, but I can’t find it.


#4608

It’s hidden for whatever reason. It’s probably not fully tested. You can unhide it by going to your Max/Maya install location…/mentalray/shaders_standard/include/ In this folder, open a file called physics_max.mi and place a # in front of the “hidden” value for the physical lens DOF shader.


#4609

Hi Guys,

i have found some new Shaders in 3dsmax :thumbsup:

DirectXShader.mi

  • “DirectX_Shader_Default” -> got to Material Editor and set Hardwareshading + Maps on. Than convert 3dsmax all A&D Material in the scene to a DirectX_mia_material and you have better performance for your Viewport Hardware Shading and Preview Rendering. The High-End Rendeirng is the same as bevor.

production.mi

  • mip_fg_shooter (FG Rays along a Camera Path, good for Animation)
  • mip_rayswitch_stage (Hey Masterzap, What is that? I need Info´s :eek: )

mfg
hot chip


#4610

I have a question:

I am not sure want is a geometry shader for mental ray is used for?
Could someone help understand and how or why they are good?


#4611

Well I can’t find physics_max.mi, there’s only physics.ml and physics_phen.ml. Also in physics.ml I’m not sure how to mak ewhat you explained:

“uiName” “Physical Lens DOF (physics)”,
“category” “Lens”,
“hidden”

“uiName” “Physical Lens DOF (physics)”,
“category” “Lens”,
1"hidden"
?


#4612

I’m not sure about other Max versions but the file is there in 2008 and 2009. For every file in that folder, there should be one with a “_max” suffix: physics.mi, physics_max.mi.

I’m not sure that you can unhide it in the physics.mi file. At least mine doesn’t have the same code that you’ve posted. I don’t know too much about these files or their scripting language. I just know that you can unhide the shaders that are hidden by default.

As for how you unhide them, find the line that reads “hidden” and place a pound (#) in front of it. You’re just commenting out that line of code. If you can find another file that references the Physical Lens DOF shader, and it has a “hidden” value, try commenting it out and see what happens.


#4613

As cgcody said, it’s in the physics.mi file. But I’ve tried it and see no reason to use it, the Arch: DOF/Bokeh seens much better with greater control.


#4614

Hei guys, i have a question.
i found mib_ray_marcher on MR shader, what was that for? or how to use it.
Thanks…


#4615

look here: http://www.germanmentalray.de/viewtopic.php?p=376#p376

This Shader is for Volume Effects, You can adjust the scattering from the light in volume.


#4616

Hi everyone!
I think I’ve read everything I could about Daniel Rind’s diffraction shader in this thread but I can’t figure how to fix my problem!

I am using 3ds max.
I’ve installed it with the .mi include file.
I can see it in my material browser.
I’ve tried to map it in any material’s refraction slot, a mental ray’s surface slot or a standard material’s mental ray connection surface’s slot but I can’t get it to work.
I downloaded the scene sample provided by Ozlime in this thread too and I still have the same problem: my objects are completly black in the rendered image…

I am using a mr spot light.

Why is that?

Is it because it was not installed right?
Thx for this great thread!

EDIT: It seems like I have the same problem with the l_glass shader


#4617

Without seeing the render or knowing any of your settings it’s just a guessing game. Perhaps your exposure settings are bad? Maybe it’s a geometry issue? Maybe it’s something simple like you haven’t specified an environment and the objects only have a black color to reflect/refract…Not sure and as you can tell, it could be any number of things.

I would recommend getting the scene in a working state with the materials that ship with 3dsmax before trying to apply the 3rd party shaders. That way you’ll have narrowed it down to being related to a specific shader/material.


#4618

Thank you Jeff,
I am working on it right now.
I’ll be back in a few minutes with screens and a sample scene.

I had not GI turned on is it because of that?
Is the color fringing effect based on photon?

The caustic shown on a ground surface sure are but what about the diffraction that occurs inside the object?


#4619

Ok so here is my scene.

EDIT: I mapped a colorful procedural in the global scene’s environnement slot.

The first render is a teapot with a standard material with a blinn illumination shader

The second is the teapot with a standard material with the refractive slot mapped with a default Daniel’s rind diffraction shader

The third is the teapot with a mental ray material with the surface slot mapped wit Daniel’s Rind shader and a photon shader. I turned Gi on for this one. It is also a material that I picked from Ozlime’s sample scene (file that I have uploaded too).

I would really appreciate someone to take a look at this problem :thumbsup:


#4620

Anyone knows why?

The few that have opened my scene, did you have a black teapot too or did it work just fine?

I’d really like to know why it does that.

light color fringing is a great effect control!