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hot chip
01-03-2007, 02:48 AM
Hi,

ich have write a mi-file for use the muHair Shader. This Shader is better as my bo_hair und much more better as the hair&fur Shader from Max.

here the link: http://forum.german-mentalray-wiki.info/viewtopic.php?t=99

http://www.infinity-vision.de/service/muhair_parameter.JPG

Dodgeas3d
01-25-2007, 08:53 AM
Nice shader! But where is dll file of that shader??? only .mi ?

hot chip
01-25-2007, 10:59 AM
muhair can you downoad here: http://animus.brinkster.net/stuff/plg_muhhair/plg_muhhair.html

on www-maxplugins.de can you download better Version of a the MI-File for muhair. this version is written by dave.

chaka
03-13-2007, 09:45 AM
great hot chip , it was looking for :D

but , how i can use?? a tutorial?? :p


i assign a modifier hair and fur ??

chaka
03-13-2007, 10:11 AM
hi hot chip


i change the mi file because was in german , only changed the gui


gui "gui_muhHair_for_Max" {
control "Global" "Global" (
"category" "Material",
"uiName" "muhHair for Max",
)
control "a" "struct" ("uiName" "color")
{
control "ambient" "color" ("uiName" "Ambient", "value" 0.1 0.1 0.1)
control "diffuse" "color" ("uiName" "Diffuse", "value" 0.3 0.2 0.1)
}
control "b" "struct" ("uiName" "Highlights")
{
control "primary_specular" "color" ("uiName" "primary specular", "value" 1.0 1.0 1.0)
control "primary_shininess" "scalar" ("uiName" "primary shininess", "value" 40.0, "range" 0.0 50.0, "step" 0.01)
control "primary_deviation" "scalar" ("uiName" "primary deviation", "value" 0.1, "range" -1.0 1.0, "step" 0.01)
control "translucent_specular" "color" ("uiName" "translucent specular", "value" 0.7 0.5 0.2)
control "translucent_shininess" "scalar" ("uiName" "translucent shininess", "value" 10.0, "range" 0.0 50.0, "step" 0.01)
control "translucent_deviation" "scalar" ("uiName" "translucent Abweichung", "value" -0.1, "range" -1.0 1.0, "step" 0.01)
control "secondary_specular" "color" ("uiName" "secundary specular", "value" 0.6 0.5 0.3)
control "secondary_shininess" "scalar" ("uiName" "secundary shininess", "value" 15.0, "range" 0.0 50.0, "step" 0.01)
control "secondary_deviation" "scalar" ("uiName" "secundary deviation", "value" -0.15, "range" -1.0 1.0, "step" 0.01)
}
control "c" "struct" ("uiName" "Transpareny")
{
control "transparency_en" "boolean" ("uiName" "transparency active", "value" 1, "nonConnectable")
control "transparency_color" "color" ("uiName" "transparency color", "value" 0.0 0.0 0.0 0.0)
control "root_transparency" "scalar" ("uiName" "root transparency", "value" 0.0, "range" 0.0 1.0, "step" 0.01 )
control "tip_transparency" "scalar" ("uiName" "tip transparency", "value" 1.0, "range" 0.0 1.0, "step" 0.01)
control "trans_crossover" "scalar" ("uiName" "transp. crossover", "value" 0.8, "range" 0.0 1.0, "step" 0.01)
control "trans_range" "scalar" ("uiName" "transp. range", "value" 0.2, "range" 0.0 1.0, "step" 0.01)
control "trans_border" "scalar" ("uiName" "transp. border", "value" 1.0, "range" 0.0 1.0, "step" 0.01)
control "trans_multiple" "integer" ("uiName" "transp. multiple", "value" 1, "range" 1 5, "nonConnectable")
control "trans_limit" "scalar" ("uiName" "transp. limit", "value" 0.02, "range" 0.0 1.0, "step" 0.001)
control "trans_depth" "integer" ("uiName" "transp. depth", "value" 0, "range" 0 20, "step" 1, "nonConnectable")
}
control "d" "struct" ("uiName" "Shadows")
{
control "shadow_color" "color" ("uiName" "color", "value" 0.3 0.2 0.1)
control "shadow_scale" "scalar" ("uiName" "Scale", "value" 1.0)
control "shadow_trans" "scalar" ("uiName" "Transparency", "value" 1.0, "range" 0.0 1.0, "step" 0.01)
}
control "e" "struct" ("uiName" "indirect Illumination")
{
control "radiance" "color" ("uiName" "Radiance", "value" 0 0 0)
control "irradiance" "color" ("uiName" "Irradiance", "value" 0.7 0.7 0.7)
control "incandescence" "color" ("uiName" "Incandescence", "value" 1 1 1)
control "incandescence_amt" "scalar" ("uiName" "Incandescence amt", "value" 0.0, "range" 0.0 1.0, "step" 0.01)
}
control "f" "struct" ("uiName" "Shading Option")
{
control "ior" "scalar" ("uiName" "IOR", "value" 1.6, "range" 1.0 5.0, "step" 0.01)
control "fresnel_amt" "scalar" ("uiName" "Fresnel amt", "value" 0.2, "range" 0.0 1.0, "step" 0.01)
control "normal_blend_diffuse" "scalar" ("uiName" "Diffuse Blend", "value" 0.5, "range" 0.0 1.0, "step" 0.01)
control "normal_blend_specular" "scalar" ("uiName" "Specular Blend", "value" 0.1, "range" 0.0 1.0, "step" 0.01)
}
control "g" "struct" ("uiName" "other")
{
control "detail_shadows" "boolean" ("uiName" "Detail shadow hack", "value" 0, "nonConnectable")
control "detail_bias" "scalar" ("uiName" "Detail bias", "value" 0.001, "range" 0.0 0.005, "step" 0.001)
control "direction_attenuation" "scalar" ("uiName" "directional decrease", "value" 0.5, "range" 0.0 1.0, "step" 0.01)
control "ambience" "color" ("uiName" "Ambient strength", "value" 0.0 0.0 0.0, "nonConnectable")
}
control "h" "struct" ("uiName" "Lights")
{
control "lights" "array light" ("uiName" "Lights")
}
}
end declare



is fine ???? :confused:

hot chip
03-13-2007, 04:32 PM
i think is correct, :)

a english version can you download on www.maxplugins.de, but self writing (what you do) is always better, because you understand what you write. :o

mfg
hot chip

chaka
03-13-2007, 05:24 PM
thanks and about the tutorial??

hot chip
03-14-2007, 04:06 AM
hi chaka,


i hope it can help.:)

http://www.infinity-vision.de/semimr/bilder_volragen/hair_shader.JPG

you must only change the bo_fast_hair shader for the muhiar, because muhair is much better as my phenomenon bo_fast_hair.

chaka
03-14-2007, 07:58 AM
:D :D :D :D

wooow thanks hot chip

are you a teacher ??

hot chip
03-14-2007, 09:18 AM
oh, some time for commercial work shops. :rolleyes:

fearnight2000
03-23-2007, 01:24 AM
is Mu Hair compatible with Max 9???.....the version i downloaded is totally black in the material editor.....

nisus
04-30-2007, 09:04 AM
Can anyone show some images done with this shader?
tnx

nisus

hot chip
05-07-2007, 02:07 AM
here ist a test rendering with muhhiar and it´s work this Max9.


http://forum.german-mentalray-wiki.info/userpix/5_haare_muhhair_small2_1.jpg

fearnight2000
05-17-2007, 07:18 AM
Is there a way to use Mu_hair to change the shadow type cast by the Hair??....i have a scene with a light (or lights) that cast ray traced shadows. for the hair i use Mu_hair on MR hair primitive which as well casts Rayrtaced shadows...but they look jagged and pixelated.....is there a way to bypass the raytraced shadows and make ONLY the hair cats Soft shadows????

hot chip
05-17-2007, 08:06 AM
can you post a screen shot?

fearnight2000
05-18-2007, 02:43 AM
Here's the screen shot.....but my question is not only specific to this scene but is more general......i use a lot of scenes with characters that have hair and i mostly use MR with Raytraced shadows...(as shadow maps don't produce accurate results in MR)......

jdigital
07-17-2007, 04:11 PM
Ok, I've read through this post and tried to grab all the files needed for this.

The download on maxplugins.de seems to still be an xsi addon.

The other includes that were posted seem to be more than just Muhair.

I'd like to know where and how to find the muhair files needed for 3dsmax 9.

The muhHair.mi & DLL where are they and how do they get setup in 3dsmax.

Look forward to a reply..thanks

lontra
07-18-2007, 10:31 AM
Here's the screen shot.....but my question is not only specific to this scene but is more general......i use a lot of scenes with characters that have hair and i mostly use MR with Raytraced shadows...(as shadow maps don't produce accurate results in MR)......

I would suggest increasing the Hair Passes setting...

Good luck

Spacelord
07-18-2007, 07:45 PM
Hi Guys,
Can anyone give me a quick reason why this is better than the 3dsmaxs default ? Is it faster ? Does it look better ?
I look forward to testing it.

daniohayon
07-19-2007, 11:37 AM
Can someone tell me why the hair looks black and miserable? I think I'm missing something...

hot chip
07-20-2007, 08:51 AM
hi ,

@daniohayon: can you upload screen shot from your settings and what for light you are you using.

@fearnight2000: i have found a solution look here: http://forum.german-mentalray-wiki.info/viewtopic.php?p=5451#5451

mfg
hot chip

maxplugins
07-23-2007, 04:57 AM
The download on maxplugins.de seems to still be an xsi addon.

I'd like to know where and how to find the muhair files needed for 3dsmax 9.

The muhHair.mi & DLL where are they and how do they get setup in 3dsmax.

The zip file I link to at maxplugins.de goes contains a folder called 'nt-x86/package', that is where the DLL is.

The include file (.mi) for Max is also linked at maxplugins.de (it says "The Include file for Max can be downloaded here." and points at a zip file containing include files for all of the shaders from Daniel Rind.

That's all you need...

Dave

daniohayon
07-23-2007, 11:12 AM
@daniohayon: can you upload screen shot from your settings and what for light you are you using.

Hot Chip,

I have mr Omni light on top and the settings as the thread show, material is default. It is only a test so I kept it simple.

Dani

hot chip
07-23-2007, 02:44 PM
hhhhmmmm :( i donīt know, can upload the szene. I hope it is the settings from the muhhair shader.

mfg
hot chip

daniohayon
07-24-2007, 07:15 AM
The scene is too big to upload.

Do you assign the material only to the hair and Fur modifier? What is the material you give the actual object?

The scene is very simple but anything I do gets the hair black. Can you post a simple scene with one object and the shader assigned and working?

Thanks Hot Chip,

Dani

hot chip
07-24-2007, 03:03 PM
hi dani,

here for download:

www.infinity-vision.de/service/muhhair_testszene.rar ;)

mfg
hot chip

daniohayon
07-25-2007, 06:45 AM
Thanks for the scene Hot Chip, but I'm getting the same result...:(

Is 64 bit a problem with this shader? I'll try to reinstall it.

hot chip
07-25-2007, 06:52 AM
oh 64Bit, yes that can make problems, i think the muhhair is at this time only for 32 Bit, but you can ask dave from www.maxplugins.de, i hope he know it.

mfg
hot chip

maxplugins
07-25-2007, 07:37 AM
You can get muhHair for 64-bit here:
http://www.shaders.moederogall.com/

Dave

daniohayon
07-25-2007, 08:05 AM
Hot Chip: I probably should have said something about the 64 bit in the first place...sorry :rolleyes:

Dave: Do I need a different mi file for 64 bit? Or should I make changes in the current one?

Thanks,

Dani

3DMadness
07-25-2007, 08:47 AM
Hot Chip: I probably should have said something about the 64 bit in the first place...sorry :rolleyes:

Dave: Do I need a different mi file for 64 bit? Or should I make changes in the current one?

Thanks,

Dani
You only need the .dll in 64-bit, but just open the .mi to see if it refers to the same shader, I don't have it right now.

daniohayon
07-25-2007, 10:55 AM
You only need the .dll in 64-bit, but just open the .mi to see if it refers to the same shader, I don't have it right now.

I've changed the file name to the 32 file and it works ;)

Thanks for the help guys,

Dani

arek72
07-27-2007, 09:28 AM
Hi guys,

i was following the muhhair discussion in this and in other forums. I installed the shader and i can use it... But i don't know how??? Do i have to apply it to one of hair&fur material slots? Or to the geometry the hair is growing on. A sample scene would be great. HotChip already posted one but it's for max9. I'using max8... Or a step by step tutorial...

Thanks in adwice
arek

lechoo
09-12-2007, 04:00 AM
Hi,
I have a problem with this shader. If I render hair as "mr prim" (set in render effects) they look fine but if I set hairs to geometry I get some strange fragmentation. This happens only when transparency_en is enabled.You can see this here (http://lila.platige.com/~adam/hairProblem.jpg). This problem also shows up in material editor, whenever You turn on transparency_en, sample sphere becomes fragmented. Is it possible to somehow solve this problem? I've tried to contact author of this shader but he didn't answer my email.

hot chip
09-12-2007, 04:32 AM
hi

@arek72: the hair shader can you only use at max9 version.

@lechoo: a geometry is not mr_primitive. the muhhair shader is written for mr_primitive. why do you use the geometry, i think mr_primitive is much better, faster and better for your RAM.:)

mfg
hot chip

Bahamut
09-12-2007, 04:34 AM
i think this shader only works with mr_prim, you can see it in the material slot too

Scratchy
10-23-2007, 11:02 PM
Hi, thanks all for the wonderful info on this shader!

Has anyone managed to get a map in the diffuse slot of the muHair shader to show up on thier UV Unwrapped mesh?

I've tried many different settings to try and get this working, but no luck yet.

Can anyone point me in the right direction to get the diffuse map to show correctly?

First image shows the texture, second the texture in the tip root and tip end mat slots. Third shows what happens when muHair is turned on in the MR Parameters in the Hair and Fur mod.

Max 9 64, SP2.

Is this possible? If so thanks for any help;)

Cheers ;)

3DMadness
12-18-2007, 12:25 PM
hi dani,

here for download:

www.infinity-vision.de/service/muhhair_testszene.rar ;)

mfg
hot chip
Hey hot chip, can you upload this file again? I would like to see your settings for this scene, or maybe another sample scene.

Scratchy: read the docs that come with bohHair, it says:
"Diffuse shading actually plays a very minor role, most of the action happens with the three highlights. You can use this for setting a base tone for your hair, and it also can play a more important role for short hair (fur) shading."

But I'm also trying to understand it better, so I hope to see some test scene around. :)

hot chip
12-18-2007, 02:32 PM
hi

for download the szene look here: http://forum.german-mentalray-wiki.info/viewtopic.php?t=99&highlight=muhhair

3DMadness
12-19-2007, 06:30 AM
Hey hot chip, thanks for the answer but I couldn't found the scene to download in this thread, maybe I missed something with the google translation.

hot chip
12-19-2007, 06:40 AM
hi 3DMadness

try this download link to my homepage: http://www.infinity-vision.de/semimr/mi_files/muhHair.rar

mfg
hot chip

hot chip
12-19-2007, 06:44 AM
Hi §DMadness,

sorry my mistake. I habe update the Szene on my page. You can use the old link: http://www.infinity-vision.de/service/muhhair_testszene.rar

3DMadness
12-19-2007, 06:57 AM
Thanks hot chip, now I can understand better how it works. :)

Scratchy
12-19-2007, 08:59 PM
Hey Hot Chip, can you confirm yes or no that muHair does not support UV mapped (UV Unwrapped) meshes.

I have literally spent weeks (no this is not a joke:eek:)trying to get this to work with no luck. I have tried this with 32 bit and 64 bit versions of muHair and the 32 & 64 bit versions of Max.

When I use the standard Max Hair material slots the UV mapping and texture show up perfect (not using "Apply MR Shader" option ).

I have only been able to get procedual textures to show correctly when using muHair, with no control functional from UVW Map or UV Unwrap modifiers only from the mapping features with the procedual texture.

I have attached a simple scene to show you what is happening (max 9 32 bit).

Please, please can you confirm this Hot Chip, anyone so I can keep the little sanity I have left;)

PS: this is some work I've done with muHair and I would like to add my colour map, thank you!

http://img100.imageshack.us/img100/3475/00009bd2.th.jpg (http://img100.imageshack.us/my.php?image=00009bd2.jpg)

hot chip
12-20-2007, 04:17 AM
hi

sorry but i can not load the max file in max9 or max2008.

3DMadness
12-20-2007, 06:26 AM
Hey hot chip, try to download it again. I could open the file and that's real... muhHair doesn't respect much the UVW mapping. Are we missing something?

Maynard
12-20-2007, 01:42 PM
Hey hotchip, is this shader also available for max 2008?
I still can't use it. The link u provided seems to be a XSI version of this shader. Also in the readme included into the zip, the author says that this ain't a shader for MR 3.5 or 3.6, but for a previous old version.

Where am I wrong?!?:confused:

hot chip
12-20-2007, 03:33 PM
hi

i have the same problem with muhhair + uvwmapping in 3dsmax2008 :confused:, tomorrow i try it under max9.

Scratchy
12-20-2007, 04:22 PM
Thank you, thank you, thank you Hotchip and 3DMadness for taking a look at this, I really did think I was loosing my mind for a while there.

It would be fantastic if this could be fixed, the only work-around I've found is layering Hair and Fur modifiers on top of each other in the stack which is extra work and the scene takes a big hit at render time.

Hi Maynard, yes muHair works fine in Max2008. The XSI shader is the one you need to install, I'm guessing this muHair.dll only deals with mental ray and not max directly. So if you used Maya you might be able to use this shader if someone wrote the muHair.mi (not sure of the extension for Mental Ray for maya) file for maya - I'm guessing again?

If you put the muHair.dll in the eg: C:\Program Files\Autodesk\3ds Max 9\mentalray\shaders_autoload\shaders. Then put the muHair.mi file in eg: C:\Program Files\Autodesk\3ds Max 9\mentalray\shaders_autoload\include. You will be able to use it, just follow Hotchips instructions on the first page of this topic and you should have no problems.

Thank you very much for looking into this, I really like this shader - the speed increase in rendering is very impressive:)

Cheers.

Maynard
12-21-2007, 05:05 AM
Thank you scratchy, i'll try to install it asap.

Maynard
12-21-2007, 01:19 PM
Ok, i've installed it. Works like a charm, but dunno if it is a bug, but looks like this shader doesn't work with MR sky&sun system. Strands gone rendered pure black even if i include scenes lights into the proper rollout. Btw, I wish to let hotchip having the last word about it.

hot chip
12-26-2007, 02:35 PM
hhhhhmmmmm i have no problems :cool:

Scratchy
12-28-2007, 05:53 PM
Works fine for me too?:cool:

Max9 32 bit muHair_DaylightSystem_FG example file - 170kb = http://www.mediafire.com/?7wzxa6gz3jj

Maynard
12-29-2007, 06:58 AM
Ok hotchip, i think I got it now. Yes, the shader works with mr sky system, but now i understand why does fur is rendered pure black in my scene.

I downloaded the scene provided by Scratchy, rendered, and everything is a Ok. But look at this:

http://img299.imageshack.us/img299/5158/furgiqf9.jpg

This is the scene from Scratchy, I just modified it a little adding a box casting shadow onto the furry sphere. As you can see, MR sunlight affects the muhair shader, but what seems not to work at all, is the environment light. I also tried to raise the FG diffuse bounces to the maximum but results are the same: the hair shader is not affected both by environment and indirect light. This seems not to be an "hair&fur" problem, but an issue linked to muhair shader, because I tried to apply a standard shader (the one in the H&F rollout) and the shadowed part is affected by Indirect and env. I think that the answer to this problem is in the muhair shader "Indirect illumination" rollout, but, due to a lack of info on this shader, i don't know exactly what those parameters do, so hotchip, I'm asking to you how do we have to manage the shader in those situations? What about the right parameters for the GI?

Thank you in advice.

hot chip
12-29-2007, 07:26 AM
heheh nice picture :)

In many tread can you read, that you need FastRasterize for more Speed. That is true, but you lost the FG+GI solution. Try without FastRasterize and itīs work. :rolleyes:

mfg
hot chip

Scratchy
12-29-2007, 03:15 PM
Last I'll say on this as I know you only want Hotchip to reply Maynard;)

It seems that there is a difference between the German version of muHair which I used in the example above and the english version which I tested with this time.

In the German muHair - "Indirect Illumination Settings" Dialog the "Radiance" colour is almost black. But with the English version of muHair the "Radiance" colour is the same as the "Irradiance" colour. If you are using the German version of muHair change this and it should work or use the english version - see image or download scene.

Is this a mistake with the code as I thought the only difference was the settings text language:confused:

http://www.mediafire.com/?33f2id5x5xm

Maynard
12-31-2007, 10:01 AM
Oh, my bad mate! I asked it to hotchip cause i thought he's somewhat involved in the development of this shader, or a member of the team. Still dunno anyway...

However, i'll have a look at your scene asap. I also tried what you said, but raising the grayscale in the radiance option makes the hair shader weak and poor in contrast.

Btw I'll do some test in the few hours.

Thank you, and happy new year to all!

Maynard.

Scratchy
01-03-2008, 08:33 PM
Try copying the muHair duffuse colour to the "Radience" colour slot. This gives a closer approximation of the original colour in the MatEd material slot (see attachment) - not exactly the same but better than the bleach blonde look:)

PS: Any news on getting muHair to display UV coordinates yet or in the near future - anybody?

ienrdna
01-06-2008, 08:36 AM
Does muhHair work with max2008?
Also is there some installing tutorial for dummies?

Scratchy
01-07-2008, 01:36 AM
Hey Maynard I did a few more tests and I think the problem with using the daylight system is a gamma issue.

If you install the sRGB_to_Linear shader and have a look at the provided scene it looks much better, it should explian what I've done. Thanks to Hotchip for letting us know about this one;)

Shader Found in this thread: http://mymentalray.com/forum/showthread.php?p=6454#post6454

Max 9 32 file:http://www.mediafire.com/?41xmy2ygyaj

ienrdna, yes it works with Max 2008. And I've made some videos about muHair for beginners I'm just waiting to see if my buddy can host them for me, I hope Daniel Rind and Hotchip don't mind?

hot chip
01-07-2008, 07:27 AM
hi

i am not the the developer from muhhiar. I have only wrote a phenomenon with german gui for muhhair. ;)

Scratchy
01-08-2008, 04:01 PM
ienrdra, the tutes are hosted with thanks to Mr Purple on http://www.mnmug.com under the Tutorials tab. The first deals with downloading and installing muHair for Max. The other 3 tutes are concerned with the basics of using muHair.

Keep in mind I'm not a whiz at Mental Ray or muHair so if anyone else views them and they see me doing something wrong :eek: please let me know and I change it.

Cheers;)

jan__
01-09-2008, 02:20 PM
Scratchy, do you know if there's a 64-bit version of sRGB to LIN?
Thanks in advance

Scratchy
01-09-2008, 10:55 PM
Unfortunately Jan 64 bit users are left out. But you can use Hotchips bo_exposure_photographic phenomenon which works in 64 bit. It's a bit more work to set up but once it's done for the scene that's it for all your diffuse maps. If you use displacement, specular maps etc you can override the gamma for these maps.

These 2 threads will explain a bit more about this phenomenon:

http://mymentalray.com/forum/showthread.php?p=6461#post6461

http://forum.german-mentalray-wiki.info/viewtopic.php?t=1041

For the German Mental Ray thread you will have to register to see the downloads. I haven't had time to play with it yet, hopefully this week end?

jan__
01-10-2008, 06:38 AM
Thanks Scratchy, i will try it with muHair

KrissHoffa
01-19-2008, 11:48 AM
Can anyone help me with muhhair? All tutorials and stuff are made for getting started - not for making nice hair. How do I get my hair to not look like a pile of pixels? Itīs so grainy, and it looks like my hair has lesser dpi than my model. It seems like it has to do with MR renderer, cause it looks the same even without any shader.
Im lost here. I have tried a lot to solve the problem but my hair doesnīt get smooth. I have seen a lot aof sample pix here to but none are smooth either.. It doesnīt show so much in short hair but in long.. Please help!

moulder6
03-12-2008, 02:24 AM
Hi, guys!

I would like to know if anyone can give me some directions with muHair! I have succesfully installed it, run it, but when i get to dealing with this speculars and stuff I'm stack!

My primary aim is fresh sunlit grass - any ideas? See what i got so far:

http://mymentalray.com/forum/attachment.php?attachmentid=529&stc=1&d=1205310392

And one more thing! I'm sure that it's not an muHair issue, cause i got it even if I'm using A&D material or whatever, but when using a bitmap inside any of the material chanels i got black squares onto the grass itself near by surfaces, and of course a mr error mesage saying:

PHEN 0.4 error: mia_material(_x): A reflection ray hit some object returning invalid numbers. NaN prevention now enabled.

Here is a shot with bitmap in the difuse chanel:
http://mymentalray.com/forum/attachment.php?attachmentid=530&stc=1&d=1205310393

Ethan_Janssens
09-09-2008, 04:05 PM
has anyone got an example of this shader working in a full mr_environment with the mr_sky or whatever?

like a carpet for example?

SSamaeLL
01-26-2009, 05:25 AM
Anyone can share the Muhhair 64-bit version for 3d Max 2009?

Thanks a lot
Greetings

hot chip
02-24-2009, 02:45 PM
Hi Guys,

i have Test the Puppet Hair Shader and i think it works better as the muhhair Shader. I hope you like it.

here my testrendering: vue7_sky, mr_portallight, mr_sun + puppet_hair_shader

http://www.infinity-vision.de/temp/teppich_test.JPG

Spacelord
02-24-2009, 09:31 PM
Cool Thorstern,
So the bottom one is puppets hair ?
I don't notice to much difference.
What don't you like about 3dsmaxs hair shader ?
Does the vue sky have any affect on the lighting in the scene or is it just a background ?

cheers

hot chip
02-25-2009, 02:01 AM
Hi

the Light comes from vue and the Hair Shader from Pavel Puppet. look here: http://www.puppet.tfdv.com/download/shaders_p_e.shtml

Puppet
02-25-2009, 08:56 AM
p_HairTK is based on muhHair code, but with some improvements(new features), fixes and optimizations. Also p_HairTK support TK passes, if you need it.

Some test images:
http://www.puppet.tfdv.com/fur_hair5.jpg
http://www.puppet.tfdv.com/shaders_p/docs/images/hairtk_fur1.jpg

P.S. I recommend you to download 3.3 version.

mmikee
02-26-2009, 09:00 PM
Puppet......These are some fantastic shaders. Thanks for sharing !

Regards,
Mike

hot chip
03-01-2009, 12:41 AM
hi guys,

in my old rendering was a bug with the vue Lightmodell (Radiocity). Well this Rendering is now correct. I use the new Hair Shader Version 3.3. Very Great this Shader.

http://www.infinity-vision.de/temp/teppich_3_all_small.JPG

mfg
hot chip

DanGrover
03-12-2009, 06:29 AM
Hi Pavel,
The shaders are great, thanks very much! I can't seem to work out how to apply bitmaps (or any colour maps - a checker board as an example here) as maps for the root and tip colour of HairTK in 3ds max, though - do you know if there is a way? The growth object is unwrapped, but it appears to scramble all the colours yet it appears fine in the material editor:

http://i43.tinypic.com/24w5vus.jpg

Puppet
03-19-2009, 08:20 AM
Sorry, I don't understand what you mean.
What you need to archive?
On your screen checker works fine.

Lumpengnom
04-14-2009, 02:34 PM
Im having the same problems. Here are four images. One cube has a normal uvw mapping applied. It works fine on that one. The other cube has an unwrap uvw applied and there the colors mix up.

Iīve got the corresponding bitmaps in the diffuse root and diffuse tip slot.

Is there any solution to that?


http://i10.photobucket.com/albums/a127/salm1999/felltest_box_uvw_ohne_fell.jpg

http://i10.photobucket.com/albums/a127/salm1999/felltest_box_uvw.jpg

http://i10.photobucket.com/albums/a127/salm1999/felltest_box_unwrap_ohne_fell.jpg

http://i10.photobucket.com/albums/a127/salm1999/felltest_box_unwrap.jpg

Roger_K
04-15-2009, 07:23 AM
have you tried collapsing the mesh. I know this isnt always practical but
I think this may be a bug with unwrap uvw. I have similar problems with uv plugin i wrote myself which corrects itself after a stack collapse

Ranana_Trom
07-01-2009, 04:24 PM
you can see all the pages a visitor looks at when browsing the visitors and clicking the look for the last page and thats the last page they browsed, is that what you mean?

Ranana_Trom
07-02-2009, 05:07 AM
Is it possible to have a shader who use cavity for retopo to be able to see the fine details better?
That will really help for this job.

Thanks

payotads73
10-30-2009, 01:07 PM
What is that shader supposed to be? Do you have any bigger images? From the reference it looks like its simply a diffuse map painted in photoshop.

- Neil

Bahamut
12-18-2009, 01:18 AM
hi all, i'd have a question, sorry to bother XD
i'm doing some test render with mr_hair on max2009 for the first time, and i've tried both mu_hair and p_hairTK, but when i try to render they look almost white with the default settings(that should be brown)
since i'm using a photometric light with photographic exposure i'm thinking that this don't react well with the hair, but i can be mistaken, can someone illuminate me on this problem???

EDIT: i've disabled the photographic exposure, and changed the light to a standard spotlight, but the problem persist, so it's not related to lights or exposure, someone has an idea on what the problem could be??? :\

EDIT_2: this morning is made for testing XD
here is a render i've done, sorry if there are no shadows, but they were killing too much time T_T
http://img526.imageshack.us/img526/1384/hairfg.jpg

in this image, there's a cilinder with some fur applied on it, and a plane that works as a mirror on the right, to test if reflection now works with fur
in the image the fur on the cilinder is rendered using "buffer" metod, however in the reflection it seems to use mr _prim(they also appear at render time in the reflection, not in post work), and as i was telling before, the mr_prim looks so much bright, considering the buffer counterpart
i don't know why it looks so, btw,even with a flat plane, reflecting the hair takes so much long :\

...

EDIT_3: i'm still testing, and haven't solved that problem yet, i've tried to set a phisical scale too, instead of using unitless in the photographic exposure, but it changes nothing(with and without exposure turned on)
in the end i've tried to take a scene in my brother pc who has max 2010, but after installing the latest p_shader, a popup message from mental ray appear, saying that that shader need ray version 3.6... and the max 2010 version il 3.7..., so when i try to render the program crashes
am i the only one who have problems with these shaders??? :\

ARTillery
12-20-2009, 11:40 AM
I had that problem earlier, what was wrong for me is I stuck the shader into the diffuse slot of an A&D material, that was wrong.

the good way is to make a mental ray material and plug the p_hairTK shader into the surface slot. hope that helps.

Bahamut
12-23-2009, 06:39 AM
I had that problem earlier, what was wrong for me is I stuck the shader into the diffuse slot of an A&D material, that was wrong.

the good way is to make a mental ray material and plug the p_hairTK shader into the surface slot. hope that helps.

not much, it's already the way i use the hair shader :\
btw, could it be caused by the gamma lut??? i usually do not use it, or i should say, i don't know what is the need of use it, is it important to activate it, i would prefer to work without :\

Titglartite
12-29-2009, 04:39 PM
You could use the tone mapping in Francescas Ctrl_Buffer shader, its great for stuff like this.

Dave

kravit
03-08-2010, 10:07 PM
Does p_hairtk support 3ds max 10 ? Can't seem to get it to load.

Also my hair is rendering up as black with MuHair shader, is this because im using max10 ?

Bahamut
10-28-2010, 10:16 AM
anyone has been able to render element pass using p_shaders? i'm using ctrl_ghost as geometry shader to store the shader, and using 3ds max 2011 64bit
when i set up the scene, and hit render button it always crash, i've tested it with both raytrace and fast-rasterizer, even with a simple scene of a sphere and a plane, it always crash while preparing the scene to render
someone has done some test with my same configuration, and been able to make it works?
thanks a lot

omah_joglo
03-01-2011, 04:28 AM
Ive just started to play with hair in Max 2011 x64.
Ive installed muhair but not really sure what to do with it.
I made a mentalray material, put muhair in there, then instanced it to the hair and fur mr connection shader slot.
effects is set on mr prim, 3 mr area lights withs shadows on mapped.
the hair is just a sphere primative with hair on top.
takes forever to render and looks crappy.
what am I doing wrong?
Also tried downloading the puppet hair shader but all links lead to an empty page. any help Pleeeeeeeeeeze:confused:

omah_joglo
03-02-2011, 02:52 AM
Ive found the puppet shaders however the setting are a bit daunting( so many, ive tried adjusting the diff colours and it seems to be rendering ok, just real slow.
Im using daylight. am I supposed to put the mr sun in the shaders light spot? cause I did.
Ive left the shadows in render settings as maps.
mr prim is on and voxels are 4.
I kinda folled master zaps settings for sss skin regarding specular colours.
Is it better to use maps in the diffuse slots or just the rgb colour pickers.in regards to natural looking hair?
can someone put up some basic settings for natural looking hair that myself and any other hair dummies can experiment with.
thanks puppet, hot chip and everyone for sharing your wisdom.

sandy_maith
05-23-2011, 10:20 AM
Guys
Is there any reference on how to use muhhair/p_hairtk!!
I'm really struggling with this shader but couldnt make it to work.
I went here to download p_hairtk but i think its not there anymore!!

http://www.puppet.tfdv.com/download/shaders_p_e.shtml

From where can i download this shader??

thnks in advance

sandy

sandy_maith
05-24-2011, 06:35 AM
Has anybody achieved this successfully on animated characters without flickering? If yes then i think a lot of people out here would be interested to know how?
I've reached a level where i'm getting some but ok renders with this setup using muhhair and mr daylight which renders pretty fast. so all seems good here but i've got into major flickering issues now..so it seems some or the other problems will haunt you if you are using mr. BBuffer dosent work for me. on simple objects it works fine but the moment i feed them with some characters i have my hairs eaten up so scanline is not just happening..though a lot of people have suggested that..
if anybosy knows of any solution pls share..

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yingxuyyingxuy
12-06-2011, 12:45 AM
Site is very simple, but what I got black hair. You can post a simple scene with an object, the color distribution and work it?