Mental Ray - Shaders


#4681

ah sorry I didn’t read your first post well.


#4682

You could download a custom shader to help with that problem. For example at maxplugins.de you can download a shader named “BA_illum_visbool v24.0” that gives you control over which objects are visible to other objects.

See attachment.


#4683

thanks jeff;that does the trick :wink:


#4684

[font=Arial][font=Arial]Hi All,

I’ve modelled an ebook reader and I am trying to sort out the materials. I’m having an issue with the textured plastic on the end and bottom of the reader. I know in real life, as you can also in the attached pictures, the plastic has a bumpiness to it. I’ve created an A&D material and put a speckle in the bump map slot and I’ve been playing with the reflectivness setting to get the right look.

When I get the texture right the object is too shiny as you can see in my render but I can’t seem to get it right.

I’m wondering if someone could help me solve this and also it there it any tip on how best to recreate materials as I can never seem to be able to properly.

My render:

Reference Shot 1

[/font][/font][font=Arial] Reference Shot 2[/font]
[font=Arial]

Thanks
Mark

[/font]


#4685

That’s what the roughness param is for :wink: Also, your surface is too flat - curve it up a bit and you’ll get some reflection.


#4686

hey all,
I have to create a Hot Metal material. I don’t find anything about this on http://mrmaterials.com.
Any idea or links?
thank you guys


#4687

This piece exactly - I’d go with the refraction depth color, and then a few glows in post. Treat it like tinted solid piece of glass basically.


#4688

FWIW You could also paint a map to blend between the heated/non-heated areas. Vertex paint works well for this as does the render surface map features in 3ds Max 2010. I realize the example I just posted is rather basic, but IMHO with a more detailed blend map it may also work.

Link:http://www.mrmaterials.com/resource-central.html?func=fileinfo&id=1014


#4689

Thank you guys,
I tried BA_Color_raylenght to create effect like vraydirt (reverse AO normals)
I ll post my renders soon.


#4690

Jeff, this has turned into a “Request a Material” thread with you doing a lot of material authoring, mind if I put toghether a list of things I want? :wink:


#4691

vertex paint with a blend works very fine. thank you Jeff.


#4692

I certainly hope it isn’t actually viewed like that. :hmm:

Sure! Just fill out form JP-3044-a in triplicate for each material and fax it over on a day that starts with the letter Q :stuck_out_tongue:

Cool, glad it worked out. :thumbsup:


#4693

You can use the Warp Texture for 3Ds Max He used to mark the edges.

http://www.maxplugins.de/max2009_64.php?search=&sort=Author

In this link has a tutorial showing how to use it

http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm


#4694

Problem is there is no mental ray plugin that will warp textures. Both WarpTexture and Bercon Maps Distortion variation only work with standard plugin renderers (brazil, fr, scanline, or vray).

-Eric


#4695

I have had this on my hard drive for some time - my foray into Caustics in MAx2008-2010.

I have no idea if this is the “correct” way to do caustics but it was the settings I found that worked for me. I documented what I did to create this, and put the scene for download on my website : http://www.dmmultimedia.com/3dtips_13.htm - includes animation.

I also played with a simple A&D water texture using refraction colour depth to simulate depth (similar effect like the old Lume depth shader) and an Ocean displacement map. The texture is included in the scene.

Hope it is of some use, and if anybody has any comments on how to improve the Caustic settings please let me know.

Dave


#4696

Hey all!

I was reading some tutorials earlier and I came across this:
http://3dsmaxrendering.blogspot.com/2008/03/v-ray-grass.html

With Vray you can have really good results with VrayDiscplacementMod. But how can we achieve similar effects with Mental ray?

The reason I ask is because I want to create decent looking rug, or a patch of grass - without having to resort to solid geometry / hair&fur.


#4697

Have a look over on mrmaterials.com, i think Jeff Patton had something in his blog about the grass.

Yep, I did see something over there.

http://www.mrmaterials.com/jeffs-blog/101-mrproxy-grass.html


#4698

Hi All,

 Just thought I would share this.
 
 I'm trying to develop some basic metal materials for an upcoming project. This one is aluminum with some scuffs, like you would get in a workshop.

I was also trying to create the look of metal that has been welded like the one shown below. Has anyone got any ideas how this could be achieved.

 Thanks
 Mark

#4699

This image plus a dirty mind is a dangerous combination.

/Z


#4700

I’ve added another image to try and get your mind back on track MasterZap

Mark