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Toaster
11-08-2006, 09:29 AM
Just thought I would post this incase anyone doesn't know yet.

Install Max 9 (trial available from Autodesk)

After insatllation navigate to:
C:\Program Files\Autodesk\3ds Max 9\mentalray\shaders_standard

Copy architectural.mi from include folder
Copy architectural.dll from shaders folder.

Place architectural.mi into C:\Program Files\Alias\Maya8.0\mentalray\include

Place architectural.dll into C:\Program Files\Alias\Maya8.0\mentalray\lib

Run Maya.

look for mia_material in mental rays shader area.

Truly an amazing shader, cant wait for the full implementation with presets!

ghostlake114
11-08-2006, 09:34 AM
So, how about the AE Template...without it, the whole setting will be mess???

Toaster
11-08-2006, 10:30 AM
Then don't use it:mad:
It's still fairly orgainzed according to attribute and a good way to see what the shader is about before it hits maya.

http://img222.imageshack.us/img222/7555/miha7.jpg

ghostlake114
11-08-2006, 11:04 PM
Oops, It looks so good organized.. :)
Any testing about this shader in Maya now...?

Toaster
11-09-2006, 08:26 AM
Any testing about this shader in Maya now...?

Well this was a quick testing using Jeff Patton's model(well most of it:o ). I first created the material in Max with the glossy wood finish template.I then used the values it created in each attribute and entered the same values in Maya in its respective attribute.



http://img224.imageshack.us/img224/2109/miwood0000qb9.jpg

I guess one could do the same for each material and save it as a preset in Maya.

fireantz
11-09-2006, 10:31 PM
Toaster, good job man. thnks

Can share the AEtemplate files?:p
i cant wait to use that~!!!

Jak_Carver
11-10-2006, 12:18 AM
Dude that is so awesome, great find! Thanks so much for sharing, Im gonna try this when I get some free time. Thanks again for the most useful MR tip I have seen at a forum in a long time.

clep
11-10-2006, 01:08 AM
:rolleyes:
http://rapidshare.com/files/2745969/3d_max_9_mental_shaders.zip.html

ghostlake114
11-10-2006, 03:30 AM
Thanks
It saves me time for download the whole 3DSMax trial
I have downloaded, but where the .mi file? You may have missed it :(

yashu
11-10-2006, 05:45 AM
guys, here's a interface pack for the archviz material and the physical_sky/sun for maya 8.
it includes the templates, presets, phys_env auto setup and the mi file (so you need the dll among with these)

UI
http://img180.imageshack.us/img180/1817/archmatna8.png

updated version on page 14 (http://mymentalray.com/forum/showthread.php?t=22&page=14)
direct download link (http://www.4shared.com/file/8212053/26d8948f/archmat.html)

cya,
calin

ghostlake114
11-10-2006, 06:13 AM
Oh Yahsu, I cant wait to test it.... look so great and wonderful new

ghostlake114
11-10-2006, 06:15 AM
I am speechless now... the power of this new shader is abnormal... It s such a all in one combo pack like the vray_material.
I think this shader need to add to the shader download ASAP

Toaster
11-10-2006, 11:11 AM
Oh wow Yashu this is great! Amazing job:)


EDIT:

Here is a little test with the new stuff and some presets. More or less default settings on the materials except higher samples on all the glossy.So fast!
Thanks again and thanks Zap for all you do.


http://img58.imageshack.us/img58/4714/mitest0000sm3.jpg

yashu
11-10-2006, 02:37 PM
nice Toaster :)

also since some of the max presets were using textures, i couldnt replicate the setup exactly, that's why i leave a note (in the notes field of the attribute editor) explaining what kind of texture you need and where to plug it.

salut,
calin

fireantz
11-10-2006, 09:09 PM
wow...i cant believe can saw this great reply here.:o
Thnks for sharing...:)

annaleah
11-11-2006, 08:55 AM
Can someone please explain how to add a bump map into mia_material?
I dont know what mi shader/node to use.

Thanks.

yashu
11-11-2006, 10:55 AM
use the mib_passtrhough_bumpmap as allways ;)

here's a hypershade screenshot:
http://img233.imageshack.us/img233/7330/bumpjo0.png

-edit:
ignore this pic. Use the misss_set_normal instead of the bump_passthrough,
as explained later in this thread ;)

salut,
calin

annaleah
11-11-2006, 11:04 AM
Thank you calin.
Just like the manual describes.

ghostlake114
11-11-2006, 12:22 PM
Isnt it possible if we use bump combiner >

Korhon
11-11-2006, 08:13 PM
Heres some tests i did with physical sky and Archshader

Its soooo incredible fast! And finaly i got physical sky in maya. :cool:


Thanks for posting, and big thanks to MasterZap for making this cool shader!

HamburgerTrain
11-12-2006, 04:28 AM
This looks great. I can't wait to test it out. Thanks.

Gabba
11-12-2006, 08:54 AM
Where we can find an explanation of the attributes? And another little question, I can't get the presets, what's the process to get 'em? (I copied the 2 folders that I found in the file, but I can't get the presets! =)
Thank you very much for the porting! Very impressive!
Ciaciaaaaaaaaaaa

Gabba

yashu
11-12-2006, 09:27 AM
thanks!

detailed docs you can only find in the max9 trial for now... and about the presets, firstly if you don't have a attrPresets folder in My Documents\maya\8.0\presets then create this folder inthere and then copy the mia_material_roundc folder (from the port pack) in the attrPresets dir.


salut,
calin

Gabba
11-12-2006, 10:12 AM
Now it works!
Thanks again!
Ciaciaaaaaaaaaa

Gabba

HamburgerTrain
11-12-2006, 01:40 PM
How were these presets determined anyway? Are they all physically accurate, and if so is there a resource that has real-world values of different materials so that we'd be able to make more presets?

fireantz
11-12-2006, 11:40 PM
Amazing. That really a very good ALLinOne shader.
The physical env n the tonemapping is my favorite tools.
Perfect.:D

Does anyone got any tricks to create cautic under physical light?

yashu
11-13-2006, 03:27 AM
ofcourse :)

the mia_material acts like a photonic, shadow and material shader at the same time, so just plug it in those 3 slots of the SG node to make it be able to cast caustics.

(note, the shadow part enables transparent shadows, in case you enable them in the mia_material advanced tab)


Oh, if you referred to the physical_environment, then in the Edit Phys Env window go to the "maya Sun" tab (it's actualy a directionalLight with the mia_physicalsun light shader attached) and enable caustics... Though you'll need to manualy play with the intensity and color... i didn't figure it out how to use the "Auto photon energy" option of the mia_physicalsun :S

Prashanth
11-13-2006, 03:36 AM
Thanks for this great idea..when i saw the new shaders in max 9..I wished it to be in maya also..now my wish came true..thanks once again

Joj
11-13-2006, 06:05 AM
hi, i tried the mia_material, but I don't know how to use the Ambiant occlusion in this shader. Nothing changes either I check enable it or not. (i tried to change the max distance but nothing appen...)

matic
11-13-2006, 06:16 AM
Is it work with maya 7.0 ? :(

Joj
11-13-2006, 06:55 AM
yes it works with maya 7.0

matic
11-13-2006, 08:25 AM
When i apply my shader mia_material_roundc to my objet, the Mray stoped.

// Info (Mayatomr): Aborted //

Are you sure ?

Joj
11-13-2006, 08:56 AM
I use maya 7.01 and it works.

dagon
11-13-2006, 09:47 AM
hi, i tried the mia_material, but I don't know how to use the Ambiant occlusion in this shader. Nothing changes either I check enable it or not. (i tried to change the max distance but nothing appen...)


the AO is working fine here

NO AO
http://img292.imageshack.us/img292/3981/g1tw3.jpg
AO dist 1
http://img292.imageshack.us/img292/6017/g2tp1.jpg
AO dist 5
http://img292.imageshack.us/img292/4381/g3zx8.jpg

mandrake978
11-13-2006, 03:27 PM
When i apply my shader mia_material_roundc to my objet, the Mray stoped.

// Info (Mayatomr): Aborted //

Are you sure ?

same problem to me...

CTZn
11-13-2006, 04:13 PM
hi, i tried the mia_material, but I don't know how to use the Ambiant occlusion in this shader. Nothing changes either I check enable it or not. (i tried to change the max distance but nothing appen...)Is "Use as detail for FG" checked on ? If not it wouldn't work for me, even if the main feature is checked.

Jozvex
11-13-2006, 05:17 PM
Oh, if you referred to the physical_environment, then in the Edit Phys Env window go to the "maya Sun" tab (it's actualy a directionalLight with the mia_physicalsun light shader attached) and enable caustics...

Hopefully the caustics will work correctly. There's always been that thing in the Release Notes saying 'caustics doesn't work properly with Directional lights'.


:confused:

fireantz
11-13-2006, 05:22 PM
hey, i got no installation problem in my office computer.
But this plugin doesnt work with my home pc.:(
Both r almost same spec. ( duo2core) Maya8.0

here is what maya8.0 tell me:

when render , it
// Info (Mayatomr): Aborted //

i check the mayaRenderlog.
it said architectural.mi not found the shader library.

then i add below at maya.RAYRC
link "{MAYABASE}/lib/architectural.{DSO}"
mi "{MAYABASE}/include/architectural.mi"

it can render~! but the material appear black as matte.:(
i even uninstall maya n reinstall again. Still doesnt work....sigh

asche
11-14-2006, 01:03 AM
have you installed the microsoft .NET Framework ?
You seem to need it ....

Owl
11-14-2006, 01:48 AM
have you installed the microsoft .NET Framework ?
You seem to need it ....
for what purpose?

asche
11-14-2006, 03:26 AM
:) for the shader to work
same as puppets megaTK shader ... both of them didnt run here without .NET installed ...

Owl
11-14-2006, 03:59 AM
in deed there is notice in Pavel's documentation about posible errors ("Warning! (for win only) If you have a error during render, you should install Microsoft .NET Framework 2.0") thought never happened to me before... i supose there is some dll's required by shader.

dbukovec
11-14-2006, 04:00 AM
hi! Yashu, thanks for the great interface components!!!
One problem: if I create the IBL node the attribute editor is totally messed up, also get an error :Error: Cannot find procedure "uiRes".

I'm on maya 7.01

yashu
11-14-2006, 05:05 AM
the "physical environment" templates are maya 8 only, so on maya 7 it wont work ok. Send me the Maya7 AEmentalrayIblShapeTemplate.mel (it's in Alias/Maya7.0/scripts/AETemplates/) to modify it, if you don't mind ;)

btw, the mia_material shader igonres the maya default light, so you need a light to see if it's working. Also, the shader works ok here w/o having .NET 2 installed ;)



Hopefully the caustics will work correctly. There's always been that thing in the Release Notes saying 'caustics doesn't work properly with Directional lights'.


nope, they don't work ok hehe! :D
we'll probably have to wait until the maya version of these shaders pops out... :(

dbukovec
11-14-2006, 06:01 AM
thanks for reply, another thing is some of ur script is also messing up the hypershade. Couple of shader categories are now empty, like Data conversion and sample compositing etc.

But no problem, anyway it would be better to migrate to v8, just it has so many bugs.

Thanks a lot!

ps: AETemplate for IBL v7 is attached

VoodooChile
11-14-2006, 06:30 AM
great thread; great job yashu !

everyting works fine for me under MAYA 7.01.
Just one thing - I`m not able to load the sun.mll plugin
into the Plug-in Manager -everytime I hit the loaded check-box
maya commments with an error - any ideas?
-may be because sun.mll is only for maya 8?

thanks

matic
11-14-2006, 08:04 AM
Thanks dbukovec, it's work better, but when I active my FG in render property Mray stop all render.
I worked in Maya v7.0

Here is a info :http://mathieu.frossard.googlepages.com/errorMray.txt

dbukovec
11-14-2006, 09:17 AM
the AETemplate I provided is for Yashu to make it work under maya 7

renderman
11-14-2006, 09:45 AM
I know the other parts of this shader are really "wiz-bang" cool,
and I certainly think so too, but...

The most incredibly useful part of this shader on a day-in and day-out basis has to be the rendertime bevels!

How cool is that? Faster render, les complicated geometry,
and faster dynamic calculations (but with nicely detailed bevel-like renders).

Thanks again Master Zap!

yashu
11-14-2006, 10:34 AM
firstly parts of these shaders might not work ok under maya 7 (it could use mentalray 3.5 specific functions)... Zap could clear it up here :)

but anyway, here's (http://www.filefactory.com/file/6856e1/) the physical env template that should work under maya 7. (Just replace the initial script from the archmat.zip file posted pages back with this one)

among that you will aswell need the maya 7 version of the sun.mll plugin. So, go to the-area (http://area.autodesk.com/downloads/plugins/view/3896/), and then download and install the maya 7 bonus tools. Now when you load up maya go to the Plugin Manager and load/autoload the sun.mll (it's in the bonus tools section). If you don't want to have bonusTools installed then after you install it copy the sun.mll from Program Files\Alias\Maya7.0\BonusTools\plug-ins to the maya plugin dir and then uninstall bonusTools.

matic
11-14-2006, 04:55 PM
Thanks !!! Now it's work perfect.
Thanks again yashu :D

Some rapid test
http://img139.imageshack.us/img139/8072/miashader2xj6.jpg
http://img168.imageshack.us/img168/6079/miashader1sy3.jpg
http://img120.imageshack.us/img120/9620/miashader3bu3.jpg

fireantz
11-14-2006, 05:09 PM
in deed there is notice in Pavel's documentation about posible errors ("Warning! (for win only) If you have a error during render, you should install Microsoft .NET Framework 2.0") thought never happened to me before... i supose there is some dll's required by shader.

thanks Asche & Owl ,
it work after the Framework.net install. Big THanks.

here is the caustic test with physical sun
http://img93.imageshack.us/img93/7284/cabn9.jpg

here is corner box with physical sun too without photoshop works.
http://img295.imageshack.us/img295/4638/box04la1.jpg

CTZn
11-14-2006, 07:17 PM
I'm doing some tests too and I like it, despite an overall reddish looking. I've tweaked both sun & sky tints -0.2... I'm ending with poor shades of dark imo. And not sure how I should tweak the compressor, I left it with a gamma of 1.8 but should have changed other values in it also.

http://www.worldparallelftp.com/adam/media/ml/r-t-e/Physical_stuff/hbr_mia_mats_01_a.jpg

And how is it I can't tweak the number of photons emitted by light, only GI's accuracy ??

99% A&D shader presets, color only has been changed, most little props share a simple matte one. Has one tested this setup with a logarithmic tone mapper instead ?

Merely 5mn with bi-Xeon 3GHz. Btw modeling credits goes to Bryan Howard.

dbukovec
11-15-2006, 12:41 AM
thanks Yashu for corrected script!
Strange but downloaded Bonus tools for maya7 and the sun plugin wont load :(, but thats another problem. Now installing .NET framework

Thanks!

daniel

I have no luck, installed .NET, but the sun.mll still wont load. Can anyone share the sun.mll for maya7 please? whom is working ofc.

Tobbe
11-15-2006, 03:48 AM
Hi all.

Have I missed something or what?... how do you turn on photon-emission on the physical sun?
"Emit photons" on the maya light doesn't seem to do the trick.

fireantz: You mention "mia_physicalSky_material"... there is no node with that name or is it?
Nice renderings btw.

Tobbe

Tobbe
11-15-2006, 07:34 AM
Ok, I figured it out... turn om photon emission on the light and connect the mia-shader to the SG's photon shader slot...

BTW how does the photon emission work with directional lights ... I learned you should never use directional lights for this.

Another thing with the mia_material ... It seems like it doesn't work with light linking. At least not when assigning two or more shaders to the same object. One can change the mode-flag but I can't really figure it out.
Simply assign two shaders to a plane and watch it render out black.

CTZn
11-15-2006, 08:23 AM
Assigning diff A&D shaders is working fine here, I've got one shape with 3 of them ! I just selected polygons and assigned an existing material as you would do normally.

By light linking do you mean you used the light list in the shader itself ? I haven't tested this yet but it is supposed to work with the mode-flag you are mentionning... Like:

0=use all lights
1=use lights on list only
2=don't use lights on list

Not sure I didn't reverse mode 1 and 2 but that should be smthing like that...
It seems like it doesn't work with light linking. At least not when assigning two or more shaders to the same object.uhoh, looks like I didnt get you right Tobbe, sorry...

Tobbe
11-15-2006, 09:09 AM
CTZn : It's ok!

Take a look at this simple scene. A plane with two shaders assigned to different faces.... renders black !?

/Tobbe

dbukovec
11-15-2006, 10:26 AM
assigning materials per face sometimes does not work, then You have to connect the lights to the light list of the shader(s) and it will.
Best thing is to avoid per face assignement if possible.

daniel

CTZn
11-15-2006, 12:03 PM
Look, I'm voiceless. I've been doing extensive test till now where I see dbukovec's answer... And then I did more tests, putting up to 6 differents A&D shaders on that same shape, it was working fine, then not argh...

Yes your plane renders black here as well, and I couldn't get one sharing shaders not to render black. But in the process of assigning 3 different mia shaders to one shape on a per face basis, everything was going fine two days ago... without any light listed...

Now I've tried to reproduce my workflow again and sometimes (while I have not assigned all faces, some still have a Lambert on them) some will render ok while faces with an other shader wont, sometimes everything is black, depending on... well, don't know...

I was very innocent when I did that for the first time...

assigning materials per face sometimes does not workThat "sometimes" is bugging me actually.

asche
11-15-2006, 12:20 PM
does anyone know WHICH dll's of the .NET framework are really required by the shader ? would be very helpful ...

fabergambis
11-15-2006, 05:23 PM
hi, i tried the mia_material, but I don't know how to use the Ambiant occlusion in this shader. Nothing changes either I check enable it or not. (i tried to change the max distance but nothing appen...)

I'm using FG with no GI and mia_materials AO works perfectly; do you selected the FG option for AO? (I can't remember exactly it's name, sorry)
Never tested with FG+GI.
I found out this option while 'playing' with Glossy Wood Preset.
Absolutely a MUST!

fireantz
11-15-2006, 05:33 PM
BTW how does the photon emission work with directional lights ... I learned you should never use directional lights for this.

.

mmm...i on the photon at the "maya light" (directional light).
There had no problem with the light linking in my maya8.0.

Is it any "shadow shader" for the directional light? Coz it seem kill alot of rendering time if need soft raytrace shadow.

Masnado
11-16-2006, 05:12 AM
Hi guys, very nice tests!!
Is 3ds max manual the only solution in order to learn using these functionalities?
Just another question: is it normal to get the message below from maya 8?
// Warning: File not found: render_mentalrayTexture.xpm //
// Warning: File not found: render_mia_roundcorners.xpm //
// Warning: File not found: render_mia_physicalsun.xpm //
// Warning: File not found: render_mia_exposure_simple.xpm //
// Warning: File not found: render_mia_physicalsky.xpm //

Thank you!

matic
11-16-2006, 05:25 AM
That's because you don't have the .xpm files in the icon folder.
Make it if you like. I have so the render_mia_material_roundc.xpm in the .rar install

Rilou77
11-16-2006, 06:18 PM
Is it work under Maya 8.0 x64 ? Thanks in advance for your help

beau_cg
11-16-2006, 11:11 PM
I'm using maya 7 and also have problem loading sun.mll from bonustools 7. Any advise is appreciated..

Thanks in advance.
beau

dreamer
11-17-2006, 12:27 AM
.xpm just a display icon, you can copy out the render_mia_material_roundc.xpm(C:\Documents and Settings\dreamer\My Documents\maya\7.0\prefs\icons) into desktop and rename it, then copy back the .xpm (which you had rename) into icons folder. Of course all the icons will be same after all...

Thanks
Dreamer

matic
11-17-2006, 03:31 AM
New problem with the script AEmentalrayIblShapeTemplate.mel(i think:confused: )
I can't find the assign shader tab materials and light/shading menu.(maya 7.0)

--------------------------------------------------------------
// Error: Cannot find procedure "uiRes". //
--------------------------------------------------------------

Wait for help :rolleyes:

dbukovec
11-17-2006, 06:45 AM
Yashu provided a separate template for maya7, U can grab it from here: http://www.filefactory.com/file/6856e1/

But I still can't load the sun.mll plugin from BonusTools7, so asking again if someone can, please link the mll file here. But only link if U can load the plugin succesfully into maya. Thanks in advance!

daniel

matic
11-17-2006, 07:36 AM
Another solution is to delete the buildShaderMenus.mel
That's for Maya 8.0 version.

Luis Telésforo
11-17-2006, 03:20 PM
this is fantastic, can’t wait to have the maya version of this shader hoping that it has better and better presets like the ones we see in Maxwell.

Gabba
11-19-2006, 04:30 PM
I'm having problem with the sun. Everytime I close the scene, when I reopen, black render... some thing If I try to use the ctrl buffer from the start (for let it work I must say yes when ask the creation of the lens shader and then apply the ctrl_buffer)... am I crazy? =P
Another thing, yashu, can you post the scene of the little use u used for create the piscture you posted on CGTalk?
I'm having some trouble getting same result ;)
Thanks in advance!
Ciaciaaaaaaaaaaa

Gabba

yashu
11-20-2006, 10:36 AM
I'm having problem with the sun. Everytime I close the scene, when I reopen, black render... some thing If I try to use the ctrl buffer from the start (for let it work I must say yes when ask the creation of the lens shader and then apply the ctrl_buffer)... am I crazy? =P

if you make a scene with sky and render it it works ok but then when you reopen it, it doesnt work? very strange... it works very well here on maya 8... :shrug:
about the mia_exposure tonemapper, Hit "No" when you're prompted to create one if you have or intend to use another tonemapper (as the great ctrl_buffers :) )


Another thing, yashu, can you post the scene of the little use u used for create the piscture you posted on CGTalk?

sure (http://putstuff.putfile.com/7931/8563685):)

Gabba
11-20-2006, 01:20 PM
Maybe I found what is wrong... If I change the dimension of the light that create the shader, I get the black render, turn it back to original dimension, everything ok ;) (sorry if someone as said this).
I'm very tired these days, maybe my computer too!
Thx you very much for sharing the scene! You are great man! :D
Ciaciaaaaaaaaaaaaa

Gabba

asche
11-22-2006, 06:03 AM
*problem solved* (64bit version works fine)

joie
11-23-2006, 09:01 AM
I can´t find the .NET 2 installation for XP 64, Anybody can point me to the right direction?.

I´ve downloaded all the shaders but they don´t work at all, I guess is because of the .NET 2 thing, but I need to be sure..., These shaders work on XP 64 bits?

Thank´s for your replies.

beau_cg
11-23-2006, 03:18 PM
Anyone with working sun.mll for maya 7, could you share the file please.

Thanks in advance.
beau

CTZn
11-23-2006, 05:12 PM
the file is free to get in the bonus tools:

http://area.autodesk.com/downloads/

beau_cg
11-24-2006, 08:51 AM
the problem is that, I did download the tools(for maya 7 as I'm still using 7.0.1), can load other plugins except polyTools and sun plugin. anyone get it run under 7.0.1? just try to figure out the problem.

thanks
beau

dbukovec
11-24-2006, 11:29 AM
same problem here on 7.01, cannot load sun.mll

CTZn
11-24-2006, 12:38 PM
And finally, what's the point on using 7.01 ? I remember I was happy to return to the 7.0 version, I don't like fbx anyway (actually I hate it). The Mayabase version is 7.5, right ?
Mmm... That's a bit OT, sorry.

Stop_the_cono
11-25-2006, 07:50 AM
Same here with 7.01, no joy....
no sun...

EDITED: Problem fixed

Working with M7,
you guys rocks

Thanks,
Stop_the_cono

Glim
11-25-2006, 08:51 AM
yes this working on M7. ;)

but i have a question, if i use maya shader (simply lambert) i have bad result. You know why ?

mal1k
11-25-2006, 09:30 AM
Hi

All this seems very exciting but there must be some missing informations in your posts.

For me I installed properly everything in Maya8 and could'not get any new mia.. shader to render. All I have is either maya to mr aborting or mr itself not finding the shader libraries!!!

Are those files that Yashu friendly shared realy for maya 8???

And what about sun.mll ? any doc on that ??

And all these confusing new nodes mia_this mia_that mia_roundcorner mia_sky mia_fisical, textures etc etc. Where did you guys get all this knowledge from on how and where to plug all this

Once it's connected to IBL in renderglobal where I'm supose to see a tone maping messsage that never came.... Then It's connected to directionnal light light shader.....

Confusing and not working for me right now...
Getting very frustrated..

Please hhhhhheeeeeeelllllllp.

friendly yours

/mk

joie
11-26-2006, 02:34 AM
You are totally right, the problem here is that nobody said what version of MAYA were those shaders for...., were for MAYA8 64 bits?, 32 bits? or what...

yashu
11-27-2006, 04:08 AM
but i have a question, if i use maya shader (simply lambert) i have bad result. You know why ?
don't use maya shaders, these are causing jagged shadows with the physicalsky system.
Just stick to the mia_material (dont even see a reason to use maya's stupid shaders against this logically split, extremely optimised and full in features shader, hehe :P)


For me I installed properly everything in Maya8 and could'not get any new mia.. shader to render. All I have is either maya to mr aborting or mr itself not finding the shader libraries!!!
the shader requires some DLL libraries that most XP SP2 machines have by default but if these arent on your computer then you need to install Microsoft's .NET 2 framework.


And what about sun.mll ? any doc on that ??
thats a plugin from bonusTools that i use to return the sun orientation based on the day/hour/latitude :)

And all these confusing new nodes mia_this mia_that mia_roundcorner mia_sky mia_fisical, textures etc etc. Where did you guys get all this knowledge from on how and where to plug all this

you dont need to know how to connect these. Just fallow the readme file from top to bottom to undestand the workflow (IBL > create physenv | edit physenv | delete physenv menus/ MEL commands)

Once it's connected to IBL in renderglobal where I'm supose to see a tone maping messsage that never came.... Then It's connected to directionnal light light shader.....
i've noticed a maya bug, that sometimes (rarely) there is no active rendering camera (if there wasnt any then persp should have been used) and the script doesnt know where to plug the tonemapper. So in this case just hit render once in the render window and rerun the create phys env command ;)



though i said it is for maya 8 but maybe the greatness of the shader itself made that aspect not very apparent hehe :D

guys, here's a interface pack for the archviz material and the physical_sky/sun for maya 8.

also note this is the Win32 version of the shader, for the X64 version you need to download the X64 version of Max9 and extract the architectural.dll from it (you don't even need to install it as you can get it simply by using an MSI unpacker tool, such as totalcommander with the msi plugin).

Also, according to some, it works in maya 7.0, but with some scripts replacing (posted the maya7 AEmentalrayIBLShapeTemplate.mel some pages back) and the sun.mll from maya 7 bonus tools.


Also for explained features of the mia_material just take a look at the Max9 online docs, the explanations are pretty straight forward and it has many pics :D
http://images.autodesk.com/adsk/files/3dsmax_ref_vol2.pdf


salut,
calin

CTZn
11-27-2006, 04:51 AM
Hello !

Wer... where to start ?

Ok, caustics DO work with the A&D shader (Maya 8 certfied) ! O_ops that was my climax :confused: see here (http://www.worldparallelftp.com/adam/media/mymr/mia/caustics_auto2.jpg). This is a factory glass (physical). Same shader, less opacity, different shape (http://www.worldparallelftp.com/adam/media/mymr/mia/caustics_auto_phyGlass.jpg). Side note: the dielectric is way faster, as it only deals with refractions and caustics (reflections ? Maybe, I'm not sure right now sorry).

Metal preset (http://www.worldparallelftp.com/adam/media/mymr/mia/caustics_auto_metal.jpg). Note the slight reflective caustic on the left wall :cool:

And now comes the best, finally: Auto Photon Energy DOES WORK too ! I figure it all tonight :D How is it ? Well that's an habit not to sleep at night... oh my bad ! This is because mia_physicalsun is a photon emitter ! That way:

mia_physicalsun.message -> directionalLightShape.miPhotonEmitter

and this is how it becomes active when triggered.

without the emitter (http://www.worldparallelftp.com/adam/media/mymr/mia/caustics_default.jpg) - with the emitter (http://www.worldparallelftp.com/adam/media/mymr/mia/caustics_auto.jpg)

And this is a Maya 8 scene (http://www.worldparallelftp.com/adam/media/mymr/mia/pentapenta_CBTest__3868.mb) demonstrating the feature; look how caustics become more noticeable as the sun arrose. Actually I have rendered 96 frames but can't make an AVI out of them, no capable software here...

And the last stuff, wich I was to find the first amongst these this night, is what is the photon bounding box for: this is an optimization for photons to be emitted by a directional light (anyway I've never used something else than directional and points hihi). Well this one was easy cause it is documented :p

Use these settings to focus global-illumination photons on an area of interest. For example, if you've modeled a huge city as a backdrop, but are rendering only a room interior, you probably don't want mental ray to shoot photons over the entire city, with the result that only a few will find their way into the room.

By the way the pseudo Cornell box is 400cm tall, thus my mins are -200 -200 -200 and max 200 200 200. This is VERY efficient when the light is hiting the back of the Cornell box, for instance. Just test it (set'em all to 0 past noon).

That's it folks ! mr rocks !

Hey Calin, how we met ! Thank you m8 ! U're the one !

yashu
11-27-2006, 04:59 AM
Very coool stuff CTZn !! :D :D

Now i need to update the physicalenv part to attach the sun as a emitter too hehe ! ;)
And maybe an "get bounding box from selected shape" command :)

Thanks a lot!

mal1k
11-27-2006, 05:03 AM
Great compilation of otherwise spread informations.

I could not run the shaders, I installed the framework2 dot net and it worked fine.

I will try all these asap....

/Mk

CTZn
11-27-2006, 05:32 AM
Now i need to update the physicalenv part to attach the sun as a emitter too hehe !
And maybe an "get bounding box from selected shape" command
That would be great ! It's up to you to spread the word once you're done.

You will notice that I'm not using the IBL in my scene, I don't know if I'm right but I believe it is faster to plug the mrSky as an miEnvironmentShader. The counter part is that I can't call the physical's stuff editor back, as it relies on the IBL. Anyway I'm used to travel across the shader's networks. [edit] not sure how it affects sss indirect lighting, never used them tho.

Also that scene uses a dielectric shader, I did the tests with mia shader (ok lets call it a&d) afterwards. And the photons are passing through the box's walls, noy sure why. I was focusing on caustics atm :)

What's next to catch with this set of shaders ?

yashu
11-27-2006, 05:44 AM
i don't think it is faster as an environment shader than as a IBL texture, and an advantace (or disadvantage) of the IBL way is that the sky pops in every mayaCamera the user renders from w/o any further node plugings hh :)

though showing the Edit PhysEnv window with the sky pluged as an env shader isnt much of change, just open the script around the creator part and point the sky to the pluged node into the camera.miEnvironmentShader instead of ibl.texture :)

Thanks again!

CTZn
11-27-2006, 05:58 AM
I'll do that, this editor is handy after all. May I ask you to include a test for this part, wether it is plugged in an ibl or camera ?

Illusion rules ;)

joie
11-28-2006, 03:35 AM
Just a question about the "round corners" material...

Is it normal to fillet only the concave corners and not the convex corners?, i´m just curious...

vidy
11-30-2006, 06:49 PM
Thanks Yashu & Master Zap finally coud install in my maya 7, this is a great material and good interface too..


regards

djx
11-30-2006, 06:54 PM
http://www.animagrafx.com.au/clients/david/miaCutoutProblem.jpg

:rolleyes: Loving this shader, but having trouble getting nice edges around a hole made using a file-texture mapped to the cutout opacity. Would anyone know how I could improve this?

CTZn
11-30-2006, 10:11 PM
Not sure, I haven't tested that feature now, but the most obvious point would be tu use a higer resolution for the texture. I'm not sure playing with the filter will do a better job coz it may just search for the mid value, no matter how blurry you get your image... but give it a try :)

halfknight
12-01-2006, 04:59 AM
Hi,

if you use the mia_exposure_simple shader, are you setting the framebuffer on 4x32 or 4x8?

djx
12-01-2006, 06:03 AM
I discovered that by setting the filter type to "none" in the file-texture attributes, I got the smooth edge that I was wanting. And it renders almost twice as fast.

Im surprised that filter=none gave a smoother result. (Im using a maya file-texture by the way).

Also note: to get shadows through the cut-out, I had to add a mib_shadow_transparency shader (mode=inclusive).

edit:
I did a bit more experimenting. Heres a link to my cgtalk post.
cgtalk - maya rendering - mia_material_roundc - cutout opacity (http://forums.cgsociety.org/showpost.php?p=4044712&postcount=2)

Paul
12-02-2006, 03:06 PM
thanks for a great shader yashu!
it seems to be missing the render_mia_physcalsky.xpm icon though, is there any chance someone could upload one for me or point me in the direction of where to get one?
thanks in advance

//woah, now that i have looked at this for a bit, i realize that this shader has disabled my lighting/shading dropdown menu and gives me the message RenLightingSelectObjectsItem not found. It has also disabled my mental ray materials icons within the hypershade. I am running maya 7 so maybe this has something to do wtih the problem, if anyone has any ideas or knows how to fix this, help would be greatly appreciated.
Thanks

vidy
12-04-2006, 02:23 AM
//woah, now that i have looked at this for a bit, i realize that this shader has disabled my lighting/shading dropdown menu and gives me the message RenLightingSelectObjectsItem not found. It has also disabled my mental ray materials icons within the hypershade. I am running maya 7 so maybe this has something to do wtih the problem, if anyone has any ideas or knows how to fix this, help would be greatly appreciated.
Thanks
it seem that i don't have such a problem, just FYI i'm running on WIN XP SP 2, net framework 1.1, maya 7 and bonus tool for maya 7 installed, just follow what yashu's written on the folder and add what fireantz wrote on page 4 to maya rayrc file, thats all.. :)

beau_cg
12-04-2006, 03:31 AM
Vidy, you were able to load sun.mll?, would you mind sharing the file. I know I can get it from the area, but it just didn't work...

Thank you.

Edit: Saw the problem noted in the knowledgebase, but required a platinum membership. There also a discussion in the forum saying there was a script that need to be replace which also need a platinum membership...just don't understand why can't they provide the fix for all.

I guess I will just give up on trying to try the shaders. Just want to let other people who are like me, still using maya 7.0.1, that there is a fix.
That's all.

CTZn
12-04-2006, 03:46 AM
Paul,

I guess you didn't miss yashu's post #50, page 2 of this thread. Did you ?

Paul
12-04-2006, 03:59 AM
thanks for the help, there are enough working parts of the shader to tide me over until i get maya 8

Julius
12-04-2006, 08:03 PM
Thankyou for sharing all the knowledge and I have found that the mia shader and this IBL work great for quickly produced outdoor environments.;)

Sorry for the edit but the image code isn't working for me!

leoni
12-05-2006, 01:49 PM
thanks Asche & Owl ,
it work after the Framework.net install. Big THanks.

here is the caustic test with physical sun
http://img93.imageshack.us/img93/7284/cabn9.jpg

here is corner box with physical sun too without photoshop works.
http://img295.imageshack.us/img295/4638/box04la1.jpg


wow looks pretty good, i test it with your setting but still cant get a result like yours, can u explane how u set up the photons and so u make nice images with mr

Joj
12-06-2006, 08:33 AM
where do I plug the physicalsky ?

CTZn
12-07-2006, 12:01 AM
Basically, either in the texture slot of an IBL, or as a miEnvironmentShader for your camera, or you can plug it as a lens shader too, not shure tho.

Tkaos
12-07-2006, 05:53 PM
Hello everybody :p

I seen that evermotion released new archmat for vray, do you think it's possible to use it with this plug ? :p

Anyway, the plug is amazing, just played a little with it, and wow...

I'll update some screen asap :)

lazzhar
12-11-2006, 12:24 AM
Just wondering if those shaders are officially out of Maya?.
I don't want to download Max and all the headache behind .

trinity9
12-11-2006, 02:02 AM
Hmm just stumbled on this wonderful thread and wanting to try out this shader. However, im using maya 7 and yashu's post of the template for maya 7 on post #50 seems to have a dead link..or rather the file sharing has already deleted the file. Can anyone repost this. Anyone more already working on this with maya 7? Screenshots pls :)

dagon
12-11-2006, 06:31 PM
just wait, there is a maya 7 release coming soon and some more supported features for the 8 too :)

trinity9
12-12-2006, 09:55 AM
Whoa really..where'd the info come from :P any links i can read to find out more hahaha :)

acamacho
12-12-2006, 11:52 AM
Yeah supposedly maya 8.5 this shader. :) But can't confirm it.

CTZn
12-12-2006, 03:24 PM
any links i can read to find out more hahaha :)

The first link will appear right here I bet...

Chucky
12-13-2006, 04:47 AM
This is great.

I know wat tonemapping is, but can anybody tell me what the setting exactely are, and what they do ?

yashu
12-13-2006, 07:05 AM
trinity, check your PM ! :D
(if one has maya 7 please PM me for some tests)


Chucky, enter this website:

http://www.drivehq.com/
and type < architectural > for both the login name and password.
Inside the "My Documents" folder you'll find a PDF file (8MB file), the
mentalimages documentation about these shaders ;)
Thank Hans_CC from cgtalk for uploading this :)

Chucky
12-13-2006, 07:22 AM
tnx a lot, that helps :)

leha_sokol
12-13-2006, 07:27 AM
Chucky, enter this website:

http://www.drivehq.com/
and type < architectural > for both the login name and password.
Inside the "My Documents" folder you'll find a PDF file (8MB file), the
mentalimages documentation about these shaders ;)
Thank Hans_CC from cgtalk for uploading this :)

yashu you rock :) thanx

matic
12-13-2006, 08:25 AM
Great pdf !!! Thanks too much yashu

karatay
12-13-2006, 09:20 PM
hi,

Max's arch shader great,
Can does It run maya in mac osx?

(.dll error ...needed different sys file)

Masnado
12-14-2006, 01:27 PM
Wow!
Really cool thread and shader!
I'm reading the mia_material_manual now.
Is there a way to make sun disk visible in the scene? I've tried to change time in Dirctional Light node (phisical sun), but sun doesn't appear...

CTZn
12-14-2006, 07:20 PM
karatay, I'm affraid A&D shader is for Windows only for now, as the dll we use come from 3dsMax and this app does not exist for OSX nor Linux... You will have to wait for an official port from mental images/Autodesk.

Masnado, the sun will appear at render time only, but it does then. If you can't see the directional light in your scene because it is too small, select it and activate the scale tool (but don't scale the light ever!), the sun will be toward its Z axis.

karatay
12-14-2006, 09:13 PM
Thanks CTZn ...

I hope,
8.5 or 9 version....

Masnado
12-14-2006, 11:34 PM
Masnado, the sun will appear at render time only, but it does then.
Thank you CTZn.
Sorry, but at the end of rendering all that appears (instead of sun disk) is a message in Script Editor: "Warning: (Mayatomr.Scene) : mentalrayIbl1: light not found for light linking, ignored:"
Anyway this message appears everytime I use IBL node :(

EDIT: I've solved the problem thanks to some tweakings on Time Attribute for Sun. Well, now I can continue to experiment!

yashu
12-14-2006, 11:56 PM
maybe you're looking in the wrong direction? hehe :D
take a look at the directionalLight orientation in your viewport
to see where the sun is (you can press 7 too) :)

some sun disk tests:
http://img231.imageshack.us/img231/2195/soare2ov8.png


PS. no one has maya 7 overhere ? :S

Masnado
12-15-2006, 02:18 PM
Wonderful yashu :( (not the sun, just calin!:D )

Dubb
12-15-2006, 05:10 PM
Using xp64bit with maya 8. Got the 64bit architectural.dll from max 64bit. Followed installation instructions to the tee. Have .net 2 framework installed. I get this error when I render:
API 0.0 error 301031: call to undeclared function "mia_material_roundc"
API 0.0 error 301032: while defining material "mia_material_roundc1SG": undefined shader "mia_material_roundc1"
What have I done wrong and how can I get it to render? Thanks!

CRoNoS`
12-17-2006, 12:56 AM
Heiii ... can Someone upload da bonus tools maya 8 and it manual installation in rapidshare??...
Coz area autodesk is in error to download da bonus tools..

ThankZ...

Sory for my bad english

CRoNoS`
12-17-2006, 12:58 AM
and i have a question about these...

Can we use vray shader in maya...??

Sory for my bad english

vidy
12-17-2006, 07:06 PM
and i have a question about these...

Can we use vray shader in maya...??

Sory for my bad english


i guess, we just could apply the setting to the vray material, but ofcourse if we have vray plugin in our maya software


regards,

yashu
12-19-2006, 05:13 AM
heya guys :)
here's an update to the physEnv part:
http://img157.imageshack.us/img157/5720/physenvlu1.png

new things are:
*auto photon energy, efficient photon emission (bounding box emission) work by default (and you can get the bbox from selection).
*ctrl_buffers buffer_api tonemapper creation/editing instead of the mia_exposure (though if you don't have ctrl_buffers installed then the setup will use the mia_exposure). Btw you can add/remove/edit the tonemapper with the edit button even if there's no physEnv in the scene.
* shelf buttons so you don't have to open/create the IBL anymore.
*ui tweaks (copy similar sky-sun options buttons, presets menu and small reorganisation of items), and misc bugs/improvments in the setup.

the sun.mll wont work in maya 7.0.1, but only 7.0 and 8.0.
For 7.0.1 you'll have to connect to the Alias Knowledge Base
(Platinium Required) and download the 7.0.1 BonusTools, unfortunately... :(

enjoy this last version, the official release will come soon
on maya 8.5, hehe :D


salut,
calin

Toaster
12-19-2006, 07:42 AM
Wow the addition of the Ctrl_buffer tonemapper is crazy! Thanks Yashu:)

CTZn
12-19-2006, 09:22 AM
Aaaargh finally !!! Where have you been yashu lol !?

Thank you so much :D

yashu
12-19-2006, 10:59 AM
Aaaargh finally !!! Where have you been yashu lol !?

Thank you so much :D


schooool hehe! :))

Wow the addition of the Ctrl_buffer tonemapper is crazy!

lightyears ahead the mia_exposure :D
btw in maya8 RMB over the Create shelfButton to add/rem a tmaper to/from the scene,
And press the edit to edit it (even if there are no sunsky setups in the scene) :)

CRoNoS`
12-19-2006, 11:11 PM
Hey guys...

Do u ever render this shader and sun with batch render???
It can't render in batch render....

I try it for 10 frame...
But its empty no geometry or shading...

if u dont believe.. just try it...


Sory for my bad english

fabergambis
12-23-2006, 02:38 AM
Great work yashu! ;)

CTZn
12-23-2006, 08:42 AM
Hey Chronos,

I've done a batch render of an animation with 100 frames a few weeks ago and that did fine, was quite low res tho. The scene had 4 differents arch mats, with sun and caustics.

Try a simpler scene maybe ?

yashu
12-23-2006, 11:57 AM
now it should work on any version (7.0, 7.01 and 8), just
that on 7.0.1 you wont be able to adjust the sun direction
based on the DayTime settings (latitude, time, day etc).

But frankly this way is much more intuitive, as all you need
to to is to rotate the directionalLight in the viewport and the
sky will update accordingly (keep in mind that the Z axis is
the 12 o-clock in standard time and, obviously, the
horizontalish the light is in the viewport, the darker it
becames) :)

you can enable/disable DayTime creation for future setup
creations from the PhysEnv Options Window, and, aswell,
you can add/remove the DayTime node from the shelfButton
popup menu (maya8) or from the IBL button.
(these work in case you have the sun plugin on your system.
Else, obviously the setup will allways let you manualy adjust
the Sun position by rotating the light in the viewport)


file (http://www.4shared.com/file/8212053/26d8948f/archmat.html)


salut,
calin

leoni
12-29-2006, 12:41 AM
i cant download at this site plz reupload somewhere else
great tool

SreckoM
12-29-2006, 03:11 AM
i cant download at this site plz reupload somewhere else
great tool

Same here.

CTZn
12-29-2006, 06:17 PM
For now it is hosted here (www.worldparallelftp.com/adam/media/misc/archmat.zip)

yashu please pm me if that's a problem :)

leoni
12-30-2006, 06:27 PM
W000t !!
Thanks for the upload ^^

Chucky
01-02-2007, 08:46 AM
I really love these shaders.
The only problem I have is togather with Satellite rendering. As soon a I use the shaders satelliite rendering does not work anymore. It doesn't even look for the slaves anymore.
Anybody else got the same problem ?

joie
01-04-2007, 01:46 AM
Hi there;

Is there a way to see the physical sky in the viewport?, as it is an IBL node, I guess it can be displayed in the viewport, I toggle the hardware texturing but the IBL remains grey... :rolleyes:

richmondlu
01-05-2007, 06:40 AM
This all looks great and i would love to try but i get this when i render

API 0.0 error 301031: call to undeclared function "mia_physicalsun"
API 0.0 error 301032: while defining light "directionalLightShape1": undefined shader "mia_physicalsun2"
API 0.0 error 301032: while defining light "directionalLightShape1": undefined shader "mia_physicalsun2"
API 0.0 warn 302029: while defining light "directionalLightShape1": light has no light shader
API 0.0 error 301031: call to undeclared function "mia_physicalsky"
API 0.0 error 301031: call to undeclared function "mia_exposure_simple"
API 0.0 error 301032: while defining camera "perspShape": undefined shader "mia_exposure_simple1"
API 0.0 error 301032: while defining camera "perspShape": undefined shader "mia_physicalsky2"


If you guys could help me out that would be great!:D

Visor66
01-06-2007, 12:11 PM
Hi guys,

can someone give me some advice of how to apply a procedural bump map (mayas checker for example) to the arch shader? I know how to apply a texture file as bump, but somehow i cant manage to get a procedural texture to work.

Hope someone can help me out!

Thanks in advance,

Visor

djx
01-07-2007, 04:58 AM
Maybe this will help with your bump mapping problem http://mymentalray.com/forum/showpost.php?p=1042&postcount=6

CTZn
01-07-2007, 05:40 AM
richmondlu, you may need to install .Net Framework 2.0, or you didn't install the stuff correctly.

Pro_2004
01-07-2007, 07:43 AM
hey

how does the tonemapping work with animation ?

thehive
01-08-2007, 05:39 AM
where do i go to view this editor i can see the phy_sky in the IBL AE. also ive loaded the presets an when i load them they dont work any way to fix this

yashu
01-08-2007, 06:25 AM
where do i go to view this editor i can see the phy_sky in the IBL AE. also ive loaded the presets an when i load them they dont work any way to fix this

you did fallow the instructions in the readme.txt did you? :)
if you added the shelf buttons then use them, else rely on the IBL button.
also by "loaded presets" you dont mean you sourced those scripts
do you? just copy them in your user dir (read the readme.txt again :P)


Hi there;
Is there a way to see the physical sky in the viewport?, as it is an IBL node, I guess it can be displayed in the viewport, I toggle the hardware texturing but the IBL remains grey...


nope, at least not atm. Alias still didnt make a mentalray swatch/preview rendering
for general shaders... hopefully this will be fixed in 8.5 :S



hey

how does the tonemapping work with animation ?

for animation better do it in post, in Fusion, AE etc, as its
a bit trickier to do it with ctrl_buffers (dont even know if it
works ok)


---

btw, you dont need the whole .NET 2.0, but just the runtime VC++ dlls:
Win32 (http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en) and Win64 (http://www.microsoft.com/downloads/details.aspx?familyid=90548130-4468-4BBC-9673-D6ACABD5D13B&displaylang=en)
(in case you dont want to mess with .NET just use these)

---

Prashanth
01-11-2007, 04:22 AM
hi guys,

I did a small test with the new 'sun & sky'. Am not so good with MR materials...i hav used maya materials for tis test.

www.waterlemon.co.in/s1.jpg

where do i find tutorials for using the shaders...i need help from the scratch..

thnks

CRoNoS`
01-11-2007, 09:05 AM
Heyyy anybody can explain to me ...
How to use bump map in mia_material_roundc ??
ThankZ buddy :) :) :)

Prashanth
01-11-2007, 09:17 PM
Heyyy anybody can explain to me ...
How to use bump map in mia_material_roundc ??
ThankZ buddy :) :) :)

answer is in the second page of this thread....

yashu
01-12-2007, 03:37 AM
nope, ignore the second page network, there is a much beter way, wich is noted in the readme.txt too :P

To use bump with this shader, the easiest way is to plug a misss_set_normal node into
the bump slot and then in the normal vector slot of the set_normal plug the usual
maya bump2d/3d nodes (and further the textures into the bump2d/3d).
Unfortunately there are some problems with phenomenizing this in maya 8 to speed it
up even further, but the setup isnt hard to do anyway :P
Thanks go to Floze for finding this :)

CRoNoS`
01-16-2007, 09:19 AM
Maya 8.5
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7635018

New Fitur for Mentay Ray in 8.5
mental ray Shaders

Realizing physically accurate outdoor environments has become significantly easier as of Maya 8.5. New physical sun and physical sky shaders let you create photorealistic skies based on the position of the sun – all with the power of the highly acclaimed, physically based mental ray® rendering engine. Plus, new architectural and design shaders make it easier for you to create such effects as waxy floors, frosted glass, clay and sand-blasted metals.

And Python
Python

Python, a powerful and accessible scripting language, is now available within Maya. Not only has Python been integrated into the software at the same level as the Maya Embedded Language (MEL), its bindings to the OpenMaya API give you an alternative language for plug-in development. Plus, the Maya Python modules can be imported into an external standalone Python interpreter for batch processing. With its higher-level language constructs, Python supports developer productivity while providing easily maintainable code. The language is also highly extensible, with a broad collection of third-party tools and modules freely available.

Pro_2004
01-17-2007, 06:59 AM
Thanks yashu :cool:

iddidy
01-18-2007, 03:21 AM
Is it possible to get the Material preset templates? Like you can do in max?

_d1
01-19-2007, 11:14 AM
I'm having trouble with the alpha of particles (water droplets with a transparent mia material). they basically poke a hole trough the alpha of objects behind them... I enabled the custom alpha channel. Did a test with the same transparent mia apllied to a polygon object and the alpha is correct. If I aplly a regular transparent blinn to the particles the alpha is fine.
I've been tweaking every imaginable attributes/settings and can't seem to be able to fix the problem.
That leads to make me think something is wrong with the mia transparency and particles. Anybody got any idea?

thehive
01-21-2007, 02:22 PM
hey guys i loaded the arch shaders in maya once before but had to reformat i put the arch shaders in it the right folders an all i get is an api error an then MR aborts anythoughts guys? also what is the proper way to get the mia shader to work thanks

cheers

yashu
01-22-2007, 01:43 AM
thehive, install this one (64/32)
Win32 (http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en) and Win64 (http://www.microsoft.com/downloads/details.aspx?familyid=90548130-4468-4BBC-9673-D6ACABD5D13B&displaylang=en)



I'm having trouble with the alpha of particles (water droplets with a transparent mia material).
....................
Anybody got any idea?

try enabling { Advanced Rendering Options -> Adv Refl/Refr Options -> Transparency Propagates Alpha } or { Refraction ->Propagate Alpha } in case of maya 8.5 w/o the custom template.

hope it helps :)

_d1
01-22-2007, 07:33 AM
''try enabling { Advanced Rendering Options -> Adv Refl/Refr Options -> Transparency Propagates Alpha } or { Refraction ->Propagate Alpha } in case of maya 8.5 w/o the custom template.''

Thanks for your reply.
But I don't see any difference switching this option on or off (under Maya 8). I had tried it before and tried it again to be sure but my particles are still poking holes into the alpha.

dreamof3d
01-26-2007, 07:28 PM
Anyone have a clue about why I get this message at the mel message box.

Warning: (Mayatomr.Scene) : mentalrayIbl1: light not found for light linking, ignored

I double checked my install. Only get it when I use the shelf to generate a physical sky. I'm using Maya 8.5, maybe I should only use sky\sun in the mental-ray render attributes. I really installed this to use the presets for atrch. shader. Seems like Maya's original .mi file is half the size as the one here. I DID save the two originals.......Any ideas..........? It still renders fine, just don't like the annoying message... Thanks......:D

tuuhia
02-22-2007, 09:33 PM
hi everyone...
how can i install physEnv without the mia_shader includ in the "archmat pack"...i'm using maya 8.5 n i want to keep the mia_material from this version...any idea?

tuuhia
02-22-2007, 10:06 PM
oh my god!! what a stupid guy i'm!!i didn't notice tha there's already an physEnv includ in maya 8.5...so forget my stupid kestion...btw...i notice that there's no day time adjust like the archmat do in 8.0 or 7.0 n the buffer.api tonemapper doesn't load (tell me if im wrong) event if i have already install it...so will there an update version of archmat for 8.5 to make life more easier?(sorry for my bad english)

royter
03-09-2007, 12:51 PM
can someone post the steps in order to install mia_materials in Maya 7.0?

the "AEtemplate" was posted in this thread, but where can i find the other files to install mia_material in Maya 7.0

Thanks

S3rj_T4nKi4n
03-19-2007, 03:38 AM
Hi!! got some probs here...

At first the commands don't to work, like to activate the daytime ... "Add DayTime" maybe I do something wrong?! if I type this in, I get: Error: Cannot find procedure "Add". ... with all other commands its the same...
But the physical sun works fine and also the daytime, I know that because I opened a scene, where the daytime was preset... but Im not able to de/activate it by myself.

My other prob is, I tried to rebuilt the cornerbox-scene like Fireants did. And here's what I dont understand:

These are 2 exact same renderings, just one with a poly and the other one with a nurbs-box. why am I not able to get the same light with the polybox like I have with the nurbs one?

Nurbs:
http://img338.imageshack.us/img338/9766/nurbsboxyd5.th.jpg (http://img338.imageshack.us/my.php?image=nurbsboxyd5.jpg)

Poly:
http://img338.imageshack.us/img338/8941/polyboxiy3.th.jpg (http://img338.imageshack.us/my.php?image=polyboxiy3.jpg)

Greets S3rj

bulletguts_316
03-22-2007, 02:43 AM
Hello ppl, I've read and reread all the post from page 1 to page 17 .. top to end and I've applied all the things that were suggested but i still got this message "// Info (Mayatomr): Aborted //"

Here's what I have:
windows XP Pro sp2
Installed Net Frameworks 2.0
Installed microsoft c++
Maya 8.0

I've tried to render the maya files among the pages like from yashu and the pentapenta .. and yet I've still got a black image with black matte.

In addition the script editor spews something like that:
// Result: Info: (Mayatomr.Custom) : dielectric_material1: unconnected light array parameter found "lights", perform light linking //
// Result: Prog: (Mayatomr.Scene) : DAG node: topnurbsCube1 //
// Result: Info: (Mayatomr.Custom) : mia_material_roundc3: unconnected light array parameter found "lights", perform light linking //
// Result: Prog: (Mayatomr.Scene) : DAG node: bottomnurbsCube1 //
// Result: Prog: (Mayatomr.Scene) : DAG node: leftnurbsCube1 //
// Result: Info: (Mayatomr.Custom) : mia_material_roundc1: unconnected light array parameter found "lights", perform light linking //
// Result: Prog: (Mayatomr.Scene) : DAG node: rightnurbsCube1 //
// Result: Info: (Mayatomr.Custom) : mia_material_roundc2: unconnected light array parameter found "lights", perform light linking //
// Result: Prog: (Mayatomr.Scene) : DAG node: backnurbsCube1 //
// Info (Mayatomr): Aborted //

All these even though when I opened the files or created the scene there were no error messages.

I wonder if any of you still have these same problems?

bulletguts_316
03-23-2007, 07:59 PM
I was wondering, if we have a color texture do we plug it in to the diffuse of the arch shader? coz i had tried that but the shader instant turned to black. Even when i tried to render it remains the same. anybody can help?

Toaster
03-28-2007, 08:35 AM
I was wondering, if we have a color texture do we plug it in to the diffuse of the arch shader?

Yes you do. You will have to have a light in the scene in order to see a result as the shader doesn't react to the default lighting. If thats not the problem you can post your scene.

jj80
03-29-2007, 08:26 PM
Hi all,

should be rather easy for the pro's on here, but how would I add a reflection map / background to my physical sky ? Let's say I like the light/shadows it gives me, how would I add for example a scene surrounding sphere with a cloud texture to show up in my background and reflections ?

I've tried just chucking in a sphere and basically setting all render attributes to "off", but "visible in reflections", but it still seems as if it gets affected by the physical sky. Is there a way to "exclude objects" from the physical sky ?

jj80
03-29-2007, 08:49 PM
Think I got it...

using the FG fallOff and making the surrounding sphere so large that it doesn't get included...

sorry for taking up space ;)

2xbo
04-07-2007, 06:20 PM
@ yashu,

im getting into this Generation, but somebody stole my day time tab. My Att Window doesnt looks like yours.
Where i can found this day time tab? Am im doing something wrong?
Im readying right now the readme.txt

Thank you very much for your help and thnx for share.

Cheers
XBO


EDIT:
after 5 sec. i found the way to do that. Well thats something tricky.

2xbo
04-10-2007, 03:54 AM
Hello guys,

yesterday i use this amazing tool and it was working until i installed the MadPhysicalSky. Now when i want to creat a new SunSky doesnt make an IBL. Instead to creat an IBL creat a Cube.
I unistaill the MadPhysicalSky also and give just a Cube.

can anybody help me on this one?

Thank you in advance for your help.

EDIT: I think there 2 Bugs for this Plug-in in MaYa 7. One is the problem with the Cube. If im wrong please correct me. I used also the ctrl_buffer and may be for that reason im getting a cube. But im not sure at all because its the first time im using this shaders.

And the second. If i had one physicalsunlight (1) and for some reasons i delete the nodes but no this physicalsunlight (1) and create a new one MaYa will call as always this new node physicalsunlight (2) and thats the reason some times if you one to create a tone mapper MaYa gives you and error. Its possible to check in the script if something exist rewrite those nodes or use again the existing nodes?


Cheers
XBO

-----------------------------------------------------------------------------------

About Shadows this time. Where are the shadows active? I made a new Scene with put nothing just this sun Tool and appears the shadows but in my scene doesnt appear. Where i can found this sahdows to activate and deactivate?

If somebody can help me, i will appreciate really your help.

Thank you very much guys.

XBO

2xbo
04-30-2007, 02:21 PM
Using MaYa 7

Sorry guys, but i have a big big problem.
I want to move or put the Horizon below my scene but the results are always the same.

As you can see i tried many many values but nothing happens.
http://img174.imageshack.us/my.php?image=iblhorizontproblem001hx4.jpg
http://img174.imageshack.us/my.php?image=iblhorizontproblem002nt9.jpg

My scene have a scale 1:1

Could you please tell me what i can do? I delete the IBL and Sun/Sky and recreat another but its almost the same.
I used negative and positive values to see whats happens, but steel the horizon in the same position.

Thank you very much indeed.

Cheers

XBO

EDIT:
i also get this error:
Warning: (Mayatomr.Scene) : mentalrayIbl2: light not found for light linking, ignored

but why MaYas is looking for the mentalrayIbl 2? I dont have a second one.
Please could some body help me?

milo
05-10-2007, 05:31 AM
Heyya physical_sun sky experts :P

Has anyone used this for creating a nightime lighting (moonlight, blue tones in shadows etc.)?

I'm using Maya 8.5, and was reading in the Mr arch shader docs that I can use night_color to add "useful things like moon, stars, high altitude cirrus clouds that are lit long after sunset etc."

I've tried plugging various nodes into this but I usually get blocky renders or render problems. Anyone had any luck ?? Cheers

bozo_t_clown
06-27-2007, 09:28 PM
Many thanks for the shaders.

Recreated the demo from the documentation.
(15 sec render on my new quad-core).
Background "widget" does not have round-corners applied..

Did notice a problem if I wish to apply the mia_material_roundc to selected poly faces (like you can with other shaders)... the shader turns very dark/black... Newbie to MR shader networks so maybe I'm doing something wrong ?

shiuhsheng
10-29-2007, 11:17 AM
Hi, I'm new in this thread and forum.
What a great discussion group for mental ray :)
Some stupid questions from me..
I did put the 2 files under Maya dir. as what Toaster mention.
But I can only see 7 default presets in my mia_material..
Just wondering how can I get those pretty nice materia presets like wht Toaster show here..
for exp : glazed ceramic, polished concrete and brushed metal??
How can i get those nice material attribute values?
Can anybody help me on this?
Many thanks and appreciate it.
BTW, I'm using Maya 8.5

ptk
09-30-2009, 11:03 AM
thx for the tut i will chk it out soon

abhidown
04-26-2010, 07:00 AM
first maya gave me this error

Warning: (Mayatomr.Custom) : C:/Program Files (x86)/Autodesk/Maya2008/mentalray/include/lume.mi: no shader library specified nor found

then when i apply the max shader to object and hit render then it gave me this error

// Error: TPSdatabase::createAddControlUI: could not create control for attribute ink parameters //


what to do now......:confused:

ramukiaj
03-19-2011, 08:18 AM
I suppose with newer versions of maya, Mia material is there by default.

jannypan
04-15-2011, 06:26 PM
how about the AE Template...without it, the whole setting will be mess???

yanfengg
05-22-2011, 08:59 PM
That's a good method. Hey

berrylaa
11-30-2011, 12:39 AM
Oops, It looks so good organized..

deragoku
04-23-2012, 07:08 PM
I remember that I am very happy to be back to version 7.0, I do not like the FBX anyway (in fact I hate it). Mayabase version is 7.5, right?