New Mental Ray shaders development
Re: New Mental Ray shaders development
Yes. I doublechecked
Re: New Mental Ray shaders development
ray-layering-shader-experimental-3.11-183520.13317 this is what I have from the download thread.
Re: New Mental Ray shaders development
It does that when anything else but a layer node is plugged into the mila material
softimage resources section updated Jan 5th 2024
Re: New Mental Ray shaders development
ok, step by step:
layering.dll --> ...\Application\bin\nt-x86-64
layering.mi --> ...\Application\phenolib\mi
and the files from this folder
\ray-layering-shader-experimental-3.11-183520.13317\common\include
go into this
...\Application\phenolib\include
layering.dll --> ...\Application\bin\nt-x86-64
layering.mi --> ...\Application\phenolib\mi
and the files from this folder
\ray-layering-shader-experimental-3.11-183520.13317\common\include
go into this
...\Application\phenolib\include
Re: New Mental Ray shaders development
Fine. The layering.mi is from the common folder, am I right?
rray: you must be right, I accidentally connected the mila_adapter node, since I had a warning that it should be connected, otherwise it seems to work fine now. Thanks guys the help!
rray: you must be right, I accidentally connected the mila_adapter node, since I had a warning that it should be connected, otherwise it seems to work fine now. Thanks guys the help!
Re: New Mental Ray shaders development
So, when I connect mila_specualr_refelction into the mila_layer, MR hangs and then XSI crashes immediately.
Re: New Mental Ray shaders development
Am I alone with the feeling that it produces very inconsistent results?
It might be the lack of knowledge, but
a) it crashes MR frequently (mostly when reflection is used)
b) it neglects XSI color management, so apprently linear workflow is not working
c) I do not get the idea behind layering, I thought it works like additive, but it seems that it's like the constrain system...
It looks promising, however...
It might be the lack of knowledge, but
a) it crashes MR frequently (mostly when reflection is used)
b) it neglects XSI color management, so apprently linear workflow is not working
c) I do not get the idea behind layering, I thought it works like additive, but it seems that it's like the constrain system...
It looks promising, however...
Re: New Mental Ray shaders development
consider c) as resolved I did my homwork and read the FM (RTFM)
Re: New Mental Ray shaders development
i dont have crashes like you. the only way mr or si to crash with mila is not using the mila_material node between mila_layer and surface material node.
linear workflow works like a charm. are you sure your setup is right in xsi preferences? can reproduce the breaking of it.
mr is using linear color values by default and its rendering "linear". there is no such thing in the renderer that needs to be activated. we have to input linear values to the renderer, like texture degamma for example for correct rendering of color values. and at the end we need to see it right on our screen so we have to add a 2.2 gamma. you dont activate or change mr to render linear or such thing, it is doing this by default. so if you have problems, i guess you use the wrong setup inside xsi for conversion or render view.
linear workflow works like a charm. are you sure your setup is right in xsi preferences? can reproduce the breaking of it.
mr is using linear color values by default and its rendering "linear". there is no such thing in the renderer that needs to be activated. we have to input linear values to the renderer, like texture degamma for example for correct rendering of color values. and at the end we need to see it right on our screen so we have to add a 2.2 gamma. you dont activate or change mr to render linear or such thing, it is doing this by default. so if you have problems, i guess you use the wrong setup inside xsi for conversion or render view.
Re: New Mental Ray shaders development
I have set everything in the Display Preferences.
When I render a simple Lambert shaded torus, it's obviously lighter than the one rendered with mila. With mila, the shadows are pitch dark, while the other object's shadows are bright.
MR crashes almost instantly when I try to reorder the layers (disconnect and reconnect the nodes)
I use the shaders for MR3.11 and Softimage 2014 SP2
When I render a simple Lambert shaded torus, it's obviously lighter than the one rendered with mila. With mila, the shadows are pitch dark, while the other object's shadows are bright.
MR crashes almost instantly when I try to reorder the layers (disconnect and reconnect the nodes)
I use the shaders for MR3.11 and Softimage 2014 SP2
Re: New Mental Ray shaders development
cmon, the lambert is using ambient lighting, of course its brighter. mila does not know something like this. ;)j3st3r wrote:I have set everything in the Display Preferences.
When I render a simple Lambert shaded torus, it's obviously lighter than the one rendered with mila. With mila, the shadows are pitch dark, while the other object's shadows are bright.
Re: New Mental Ray shaders development
Even when ambience is set to black?
Re: New Mental Ray shaders development
So, whenever I use mila_glossy_reflection SI 2014 SP2 crashes due to MR fatal condition. And the glossy quality doesn't change at all, it's noisy as if the sample is set to 1.
Any ideas, guys?
Cheers
Szabolcs
Any ideas, guys?
Cheers
Szabolcs
Re: New Mental Ray shaders development
Ok finally I managed to use it without crash!
It seems that objects inside transparent (mila_specular_transmission) element are rendered as opaqu surface cast shadows ont them
Create a sphere, create a specualr transmitting material set up, then put a sphere inside this shpere, add a blinn shader, and see that with portal light, the sphere inside the sphere is black. Unless you turn FG on...weird...
It seems that objects inside transparent (mila_specular_transmission) element are rendered as opaqu surface cast shadows ont them
Create a sphere, create a specualr transmitting material set up, then put a sphere inside this shpere, add a blinn shader, and see that with portal light, the sphere inside the sphere is black. Unless you turn FG on...weird...
Re: New Mental Ray shaders development
have you set your shadow mode in render option to enabled?j3st3r wrote:Ok finally I managed to use it without crash!
It seems that objects inside transparent (mila_specular_transmission) element are rendered as opaqu surface cast shadows ont them
Create a sphere, create a specualr transmitting material set up, then put a sphere inside this shpere, add a blinn shader, and see that with portal light, the sphere inside the sphere is black. Unless you turn FG on...weird...
Re: New Mental Ray shaders development
Yep. Unfortunately things inside transparent object are in shadow, and rendered black
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