Mental Ray - Shaders


#4621

Haven’t looked at your file but I’m attaching a simple working example so you can troubleshoot what went wrong in your file. FWIW, from the description in your post it sounds like you may simply be assigning the diffraction shader incorrectly.


#4622

… a 64 BIT version of the diffraction shader ?


#4623

64-bit version:
http://www.maxplugins.de/mentalray.php?search=diffraction&sort=Author

Dave


#4624

…thank you Dave :thumbsup:


#4625

Fantastic!
Thank You Jeff and Dave!
I really appreciate you to take some of your precious time for helping others.

After a repair install , excessive dlz and mi files download and numerous hours wondering what was wrong I finaly found my mistake…

Shame on me!

I realized that the dll was not in the good directory… :rolleyes:

Yeah well… I now know how to install 3rd party shader corectly hehehe

Here is a simple render that I got after an hour of messing around with the shader. I used the ctrl obj shader discussed in the previous pages to control the sampling on a per object basis.

Is it possible to have some kind of highlights on that? It is hard to have accurate results when all the object’s appearance seems controlled by the environnement map.

Or am I wrong?

My lights (Large photometric area lights ) do not seem to affect the look of the render by any means. Even when they are set to very high intensity.

Thank you for all and I’ll sure be around this thread to try what’s new with MR


#4626

Can somebody upload Master Zap’s SSS skin plus shader? The blog link is not working :frowning:


#4627

I just tried it, the blog link works fine:
http://z4p.com/ad/skinplus.mi

Dave


#4628

Thanx, maxplugins! I think it’s problems with proxy on my work. I tried outer CGI proxy and it downloaded.


#4629

I am trying to created the effect of the attached photos. The plexiglass is lit by an LED, and the light passes through illuminating the edges and etched surfaces. Has anyone been able to achieve this? I have seen one render where it was done, but I am not sure of the A&D material settings that were used.


#4630

You can easily fake that with some self-illumination, like I did here:

Link to material:
http://mrmaterials.com/resource-central.html?func=fileinfo&id=777


#4631

Is this Jeff guy good or what! :wink:


#4632

I have noticed that when using the A&D mat that the anisotropic parameters do stretch the highlight but do not stretch the reflections. Is there a workaround for this ? Am I missing something here ?

Regards,
Mike


#4633

Hi Mike,
I just did a quick test with a HDRI background and the reflections look blurred to me.
Default Chrome and Brushed metal templates.
Do you have an example ?


#4634

Thanks for the response.
Ill have to post an example tomarrow from work. I do get blurred refections. But the reflections from other objects are not stretched. I am working on an interior of an elevator, that is completely made of stainless steel. The specular highlights are nice and stretched, but the elevator door, light fixtures, etc., are blurry but not stretched. I have had to resort to texture maps for the time being.

BTW, I was using the brushed metal preset of the A&D as well.

Regards,
Mike


#4635

Haggi programmed a Volume Shader for Voxel Import. You can import RawVox oder 3dCoat Voxel models.

 More information can be found in the German Mental Ray Forum. [http://tinyurl.com/lkecdd](http://tinyurl.com/lkecdd)

 [](http://forum.german-mentalray-wiki.info/viewtopic.php?f=11&t=2310403)First result from RawVox import:

http://tinyurl.com/kvu9r8

First result from 3dCoat import (just the Voxel Base Grid)
http://tinyurl.com/lgykkf:

      Voxel Link collection

http://tinyurl.com/m5kzee


#4636

A very fist version of the 3DCoatVolume shader mentioned above is available here:

http://www.wiki.render3d.de/doku.php?id=renderwiki:shaderlib:mr:hkvolumeshader:bdownloads

Its 32 bit only at the moment.


#4637

@ Jeff. I’m trying to setup a silver car paint material and came across this great resource http://www.dmmultimedia.com/3dtips_06e5.htm I couldn’t see an authors name anywhere so i assumed it was you.:smiley: If so,are there plans to release the last part featuring the all important silver paint setup. If not…any tips?

i’m finding it quite difficult to get silver car paint looking accurate as it’s obviously not just a case of adjusting the colour range to whites and greys.

Edit: just saw a MasterZap bloglink on that site so it appears i assumed wrong.


#4638

Not me, that’s David McKie’s website. He’s fairly active over at cg-cars.com so you may want to ask him there if he doesn’t see this first.


#4639

Cheers Jeff. Sorry for the mix up.I wasn’t sure who’s work it was as there was no apparent indication. I’ll check that site.:thumbsup:


#4640

Hey Danny, this site is from David Mckie, you can find him here sometimes:
http://dave-3d.cgsociety.org/gallery/

Maybe you can send him an e-mail asking about this tutorial. I agree with you, silver painting is really hard to achieve, I like to blend two metal materials, one with high glossiness and the other with low glossiness, better when using vrayblendmtl but you can try it with mray and blend material.

edit: sorry, I didn’t read Jeff post. :wink: