hi,
is it possible to use 3dsmaxshaders.mi and 3dsmaxshaders.dll for mental ray also in softimage?
i just copied these files to softimage corresponding folders and i can see the nodes, but they render all black. is there a trick?
i am interested in the procedurals 3dmax offers also for mental ray.
3dsmax texture shaders for mental ray in softimage
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- Posts: 52
- Joined: 06 Jul 2012, 18:08
- Location: bremen, germany
3dsmax texture shaders for mental ray in softimage
The Soulcage Department
http://www.soulcage-department.de
http://www.soulcage-department.de
Re: 3dsmax texture shaders for mental ray in softimage
I'm afraid it's just impossible. I think procedural textures in Max are created by 3d app, not by particular renderer. That's why you can see them in viewport. Don't believe if there any texture generator in this dll. And, dll is, most likely, just a part of entire system.
Anyway, if there is no something completely new in Max, I think you should be able to get something close, using two integrated Binary Alchemy shaders in SI, fractal scalar and cell scalar.
Algorithms are pretty much the same across all 3d apps.
Anyway, if there is no something completely new in Max, I think you should be able to get something close, using two integrated Binary Alchemy shaders in SI, fractal scalar and cell scalar.
Algorithms are pretty much the same across all 3d apps.
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- Posts: 52
- Joined: 06 Jul 2012, 18:08
- Location: bremen, germany
Re: 3dsmax texture shaders for mental ray in softimage
no thats not true.
i got it workin, but not perfect.
i edited the mi to have only the procedurals (noise, cell, marble, bricks, checker, dent, falloff, etc) declared.
the nodes require some coordinates like projection lookup...
cells and dent work pretty well, but noise will render only some buckets. other buckets are black or gray...
btw falloff works also well...
i got it workin, but not perfect.
i edited the mi to have only the procedurals (noise, cell, marble, bricks, checker, dent, falloff, etc) declared.
the nodes require some coordinates like projection lookup...
cells and dent work pretty well, but noise will render only some buckets. other buckets are black or gray...
btw falloff works also well...
The Soulcage Department
http://www.soulcage-department.de
http://www.soulcage-department.de
Re: 3dsmax texture shaders for mental ray in softimage
well I think both of us are 'true'. Most likely, they created parallel generators, as Mental Ray seems to be 'out' of Max render API. Still, I think this is a very risky business. Unless you are able to code all these shaders, I'd say, don't do that.nospitters wrote:no thats not true.
i got it workin, but not perfect.
i edited the mi to have only the procedurals (noise, cell, marble, bricks, checker, dent, falloff, etc) declared.
the nodes require some coordinates like projection lookup...
cells and dent work pretty well, but noise will render only some buckets. other buckets are black or gray...
btw falloff works also well...
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