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Hans_CC
04-20-2007, 10:16 AM
do anyone know a declaration of the mix8layer that works on max ? or a least an workaround to what it does in max ?


thanks

Hans

hot chip
04-21-2007, 02:09 AM
look on www.maxplugins.de this a have the most mi-file for th shaders. The Shader can you download here on www.mymentalray.com or www.maxplugins.de.

Another way is, you take the mental ray mib_color_mix shader and remove "hidden" in the base.mi from the gui of this shader.

Blend modus:

0 = Blend
1 = Mix
2 = add
3 = Bounded add
4 = Multiply
5 = Bounded multiply
6 = Replace alpa


gui "gui_mib_color_mix" {
control "Global" "Global" (
"helpCHM" "MI_Shaders/mr help.chm",
"helpLink" "/shd-1_7Data_Conversion.html#mibcolormix",
"uiName" "Color Mix (base)",
"category" "Conversion",
"hidde" <- remove !!!
)

MrElmo
04-21-2007, 05:48 AM
Also about he mix8layer, how can one attach an architectural and design shader into a material slot? When I click the button to assign a shader the shader is missing from the list.

JeffPatton
04-21-2007, 11:12 AM
how can one attach an architectural and design shader into a material slot? When I click the button to assign a shader the shader is missing from the list.Use the "material to shader" map.

hot chip
04-21-2007, 12:14 PM
hi,

i am don´t like the material to shader container, better is when you use the mia_material shader. You must only remove "hidden" in architectural_max.mi. I have write my self phenomenon bo_arch&design, with submmenues and default value. So you have more overview and flexibility.

mia_material Shader:

gui "gui_mia_material" {
control "Global" "Global" (
"uiName" "mrArchMaterial",
"hidden" <- remove !!!
)


mia_roundcorner Shader:

gui "gui_mia_roundcorners" {
control "Global" "Global" (
"uiName" "Architectural: Round Corners Bump",
"category" "Bump",
"addApply" "bump",
"hidden" <- remove !!!
)


for example a shader tree from the african collection with nodejoe:
http://forum.german-mentalray-wiki.info/userpix/5_tree_1.jpg

MrElmo
04-22-2007, 09:06 AM
hi,

i am donīt like the material to shader container, better is when you use the mia_material shader. You must only remove "hidden" in architectural_max.mi. I have write my self phenomenon bo_arch&design, with submmenues and default value. So you have more overview and flexibility.

mia_material Shader:

gui "gui_mia_material" {
control "Global" "Global" (
"uiName" "mrArchMaterial",
"hidden" <- remove !!!
)


mia_roundcorner Shader:

gui "gui_mia_roundcorners" {
control "Global" "Global" (
"uiName" "Architectural: Round Corners Bump",
"category" "Bump",
"addApply" "bump",
"hidden" <- remove !!!
)


for example a shader tree from the african collection with nodejoe:
http://forum.german-mentalray-wiki.info/userpix/5_tree_1.jpg
thanks guys, and what is the benefit of passing everything through an mental ray shader at the end?

Cheers

Hans_CC
04-23-2007, 10:22 AM
But is there any declaration for the mix8layer ? i have look in maxplugins.de but didnt find one , i have only found the maya one on the net and its a mess in max interface !!

cheers

Hans