Mental Ray - Shaders


#901

what the…? what does this have to do with Mental ray shaders?


#902

There is some nice work on the website odin… Looks like you had fun at university. I really like the Dragon that looks like its made from papper. That could have been a great animation. Sorry if you have done the following because i am down loading the animation as i right to you… I thought it would be good to make the dragon breathe fire and then watch it burn from the mouth backwards untill just the black outline is left and then the outline collapses like bones… Just an idea not something that is supposed to be better than what you have done already …By the looks of things you are very talented… Need i ask but are you trying to get into the games industry by any chance?

You will do well if you are…Also i wondered if you could email me your email address so that we can talk buisness if possible…

kind regards

Nebille


#903

New shaders out on sparks.discreet.com

Quote :

" Mental Ray 3.2 Shaders for all platforms

Here are the mental ray shaders for all platforms that will match those that ship with 3ds max r6.

We have also included the source code for all the public shaders that ususally come with mental ray. "


#904

Say, does anyone know what to do with this - (Mental Ray 3.2 Shaders for all platforms) from Sparks? There’s no info. doc included in the zip file. I’m not sure which files go where etc…

Thanks,
Zom.


#905

In the /common/ folder, copy the .mi files over to your /3dsmax6/mentalray/include folder. Havent tried them yet myself, just got back to my flat… And its so damned cold here, cause I forgot to set the oven on before I left. Anyways. Should work :slight_smile:


#906

Hey folks its been awhile since I have been here. Last time I looked at the thread there were some people trying their luck with a hair/fur shader. Did you guys happen to figure something out? I’m kinda thinking it might be best to get shag/hair or something but I just thought i’d be lazy and ask.

Scott


“overthinking, overanylizing separates the body from the mind.”
-Maynard James Keenan (lead singer of Tool)


#907

Anyone know what these shaders are and how to use them in 3DS Max MR implimentation? The help file that comes with Max is anything but helpful.


#908

Create a couple of torus’s or something with some definition and an omni light.

Expand the mental ray Connection rollout.

Click the None button next to Contour. From the Material/Map browser, choose Simple (Contour). This shader renders uniform lines with color and width that you can control.

Set the Width to 0.25. At this time, you still need to tell Mental Ray to render contours defined in the Material Editor. This is done in the Render Scene dialog.

In the Render Scene dialog, go to the Renderer tab.

In the Camera Effects rollout, enable the Contours option, leaving the default values in place.

Render the Perspective view. Once the render pass is complete, Mental Ray creates the contours. Notice all contour widths are the same size.

In the Material Editor, select the objects material. Expand the mental ray connection rollout and click None next to Contour.

From the Material/Map Browser, choose Width From Light (contour). This allows you to control the contour width based on the direction a particular light hits the object. The darker areas result in wider contour strokes.

Leave the Minimum Width value to 0 and set the Maximum Width to 0.75.

Click the None button next to Light and select the only light in the scene (Omni01).

Render the Perspective view to see the results. Notice the wider contours in the shaded areas of the other object.


#909

That simple?! It worked! Thanks dude…now I can continue with my NPR exploratios with MR.:beer:


#910

@spiralof5:
BE aware that Shag Hair/Fur isnt compatible with MR…so if you´re doing a scene to be rendered with MR shag wont do the trick.

i did some experiments with Grass, not hair…unfinished example :

The Geometry in this Scene is 2 planes only, the rest is done via displacement. Displaced Hair is rather Timeconsuming concerning rendering.


#911

Originally posted by jucarojin
Anyone know what these shaders are and how to use them in 3DS Max MR implimentation? The help file that comes with Max is anything but helpful.

It looks as though they are just the shaders you already get with MAX6, and the shaders for other architectures are only of use if you have licenses for standalone mental ray. I guess the reason they released them is to assist people who have puchased standalone MR from other vendors like Alias and Softimage to render .mi scenes exported from MAX.

-Drew


#912

Hello all

instinct-vfx talks about hair displacement… Is that a new shader or is it just using the displacement rollout and applying a map to it .

kind regards

nebille


#913

@nebille: i’ve been talkin about standard displacement. all i did was using an inverted speckle map in a 3d-displacement slot.

i HEARD that it is possible to use geoshaders in max now…that could enable one to use the hair-primitive that mr provides (renders hair as splines or lines basicallz) if anzone gets that to work…gimme a shot

Thorsten


#914

(ears perked) :surprised :surprised

Hair primitive??? humm?
Anyone?


#915

I’m working on a leather mat at the moment. anyone else get these strange artifacts when using a hdr in the environment slot of a mr material?

when using a global env. map, the artifacts disappear:


#916

It might beacause you use (?) fg from file. Check “Rebuild” from FG settings and see if it helps. I had similar problems when I used fg from file and I had turned one light from scene off after rebuilding fg.


#917

nope, that’s not it. rebuild is checked.


#918

Trolldeg maybe try the min max radius settings in the final gather panel. F9 had discussed earlier how when using an hdr splotchy shadows would occur unless the min max radius were ticked on(and adjusted). Render times will be longer if that is the case, but it should help. Not sure if this is your problem 4 sure, but the info might help.
:slight_smile:


#919

great thread


#920

Originally posted by Tbonz816
Trolldeg maybe try the min max radius settings in the final gather panel. F9 had discussed earlier how when using an hdr splotchy shadows would occur unless the min max radius were ticked on(and adjusted). Render times will be longer if that is the case, but it should help. Not sure if this is your problem 4 sure, but the info might help.
:slight_smile:

nope, that’s not it either… :slight_smile:
min and max radius are ticked on both renderings. it’s the exact same scene, the only changes made are unchecking the env. slot and adding a global env. map, and that makes the artifacts disappear.

I can get rid of the artifacts if I increase the min radius value, but then the shadows look “washed out”. The objekt doesn’t seem to be resting on the plane, but floating in the air.