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View Full Version : editing the mr file for max


siliconbauhaus
03-08-2007, 09:40 AM
I'm getting into using MR and I recall that there were several things that needed editing in order for max to use certain mental ray shaders.

Is there an example of this knocking around?

cheers

luckymutt
03-11-2007, 10:10 PM
Do you mean about how in some of the *.mi files there are some shaders that are turned off?
Some of them have a line that says:
"hidden"
in the shader definition.
Jeff Patton shows an example here of how to turn them back on:
http://jeffpatton.net/Tips-page.htm

Shimrod
03-12-2007, 04:27 AM
That's because MR have been implemented in max with strong kicks in the ...

So instead of suppressing functions unavailable in the first versions of max, they hide them. :rolleyes:

siliconbauhaus
03-12-2007, 07:19 AM
ta mate :)