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MAX loader 0.95 - mr now uses Production shaders (Read 8666 times)
Dschaga
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MAX loader 0.95 - mr now uses Production shaders
09/12/08 at 14:42:03
 
This new version have only a rewritten part of the mentalray script.
Nothing fancy, but you now need the MR production shaders and at least max 2008.

If you don't know what the production shader are or how to unhide them in max2008, then please read zap's production shaders tips.


3ds max sIBL loader 0.95:
MR uses now the ray switch shader to load the different maps correctly: BG->Eye, ENV->final gather, REF -> enviroment
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« Last Edit: 09/13/08 at 10:48:15 by N/A »  

sIBL_loader_95.zip (Attachment deleted)
 
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Dschaga
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Re: MAX loader 0.95 - m now uses Production shaders
Reply #1 - 09/12/08 at 15:06:54
 
normaly i don't upload any testrenderings, but this time it'S a proof, that it really works...
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robot-1-test.jpg (Attachment deleted)
 
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Blochi
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Re: MAX loader 0.95 - m now uses Production shaders
Reply #2 - 09/12/08 at 15:23:57
 
Hooray!

These are awesome examples. Smiley
Damn, I wish LW would have a ground plane equivalent...

Blochi
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Kel Solaar
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Re: MAX loader 0.95 - mr now uses Production shaders
Reply #3 - 09/14/08 at 11:17:02
 
Oh Sweeet ! Smiley Remind me that I need to do the same for the XSI Template :]
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sucka
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Re: MAX loader 0.95 - mr now uses Production shaders
Reply #4 - 01/05/09 at 17:20:13
 
Dschaga, first off, thanks for your work on the scripts! They make life a LOT easier!  

I had just a quick question, has anyone tested out the .95 script with 3dsmax 2009? The script works beautifully in 3dsmax 2008 but in 2009 it doesn't seem to be loading the rayswitch shader in the environment map slot.

Test this out by dragging the contents of the environment map slot to a blank material shader slot(instance or copy).  If you do this in 3dsmax2008, you get the full rayswitch shader and subsequent background maps. In 3dsmax2009, I just get the sIBL background map(jpeg).  Can anyone confirm this?

Thanks in advance!
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sucka
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Re: MAX loader 0.95 - mr now uses Production shaders
Reply #5 - 02/09/09 at 20:32:00
 
Sorry to keep bugging, but has anyone confirmed that the .95 script does work properly in 3dsmax 2009?
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Emre Goren
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Re: MAX loader 0.95 - mr now uses Production shaders
Reply #6 - 02/23/09 at 20:04:41
 
Quote:
Sorry to keep bugging, but has anyone confirmed that the .95 script does work properly in 3dsmax 2009?


I also have the same problem in Max2009..open production_max.mi and delete or hide "hidden" stuff..shaders loaded properly BUT this time mr_matte/shadow shader is replaced with mip_matte/shadow shader and its not working right...

New Pro materials in 2009 is not working properly with 0.95

Edit : Ok try this , open production_max.mi and only delete "hidden" for gui_mip_rayswitch_environment , leave the rest...It will work properly and the rest of pro shaders will do so...

The real solution must be a re-write for environment
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