New Mental Ray shaders development

Discussions regarding Materials, Material-Compounds or Shaders, etc.
Kzin
Posts: 432
Joined: 09 Jun 2009, 11:36

Re: New Mental Ray shaders development

Post by Kzin » 11 Oct 2013, 12:54

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.
cmon, the lambert is using ambient lighting, of course its brighter. mila does not know something like this. ;)

j3st3r
Posts: 121
Joined: 11 Jun 2009, 09:13

Re: New Mental Ray shaders development

Post by j3st3r » 14 Oct 2013, 10:21

Even when ambience is set to black?

j3st3r
Posts: 121
Joined: 11 Jun 2009, 09:13

Re: New Mental Ray shaders development

Post by j3st3r » 15 Oct 2013, 11:26

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

j3st3r
Posts: 121
Joined: 11 Jun 2009, 09:13

Re: New Mental Ray shaders development

Post by j3st3r » 16 Oct 2013, 08:33

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...

Kzin
Posts: 432
Joined: 09 Jun 2009, 11:36

Re: New Mental Ray shaders development

Post by Kzin » 17 Oct 2013, 21:03

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...
have you set your shadow mode in render option to enabled?

j3st3r
Posts: 121
Joined: 11 Jun 2009, 09:13

Re: New Mental Ray shaders development

Post by j3st3r » 21 Oct 2013, 16:55

Yep. Unfortunately things inside transparent object are in shadow, and rendered black

j3st3r
Posts: 121
Joined: 11 Jun 2009, 09:13

Re: New Mental Ray shaders development

Post by j3st3r » 24 Oct 2013, 10:19

OK. Now it works. I don't know what I have done, but I adjusted the Shadow from enabled to segmented then to enabled again, and voila, it seems to work

Falam

Re: New Mental Ray shaders development

Post by Falam » 06 Dec 2013, 22:08

Anyone know how to use the Adapter Shader ?

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