Updated Layering Shaders
Added a little something to an old post about handling caustics when dealing with the mib_color_mix. Layering Shaders for Mental Ray
Yay Arroway !
Once in a blue moon I tend to make impulse purchases, that's my story and I'm sticking to it! >.> I got the Arroway Textures - All in One Bundle and didn't expect it to get here so soon but it did and ...wow, these textures are freaking sweet! I need to curb my enthusiasm as I'm prancing down fan girl alley right about now but really these textures are pretty awesome. Consider this post a squirt of excitement.


Random Render_Cherries
Trying to get back into the swing of things, and I was going through some old stuff and I stumbled on a fruit scene. Its a simple enough scene for some bug testing for some shader, camera and light setup scripts. On second sight, their reflectivity may have not been blurred enough.
PMM version 1.5
Making improvements, adding functionality and stuff.
I'm really getting sucked into this.
Quick update:
-The mule shaders auto update when the MR shaders are tweaked, so it doesn't matter if you change the textures or colors, the mule will stay current (might post a vid on that).
-The "screen composite" attribute will be unchecked automatically on all SSS shaders.
-When camera, area lights, and portal lights are created, a new panel for positioning and framing is created instead of taking over the current persp panel.
-The camera searches for any existing photographic exposure shader and attaches it, if not, it creates one and it checks for sky shaders too.
-The rename textures script names file texture nodes according to their system names and sets some filter attributes.
-The match FG to Raytrace basically grabs current raytrace settings and uses those values for FG tracing to avoid things like black glass for example.
*Will possibly add a caustic light feature.
The De-gamma shaders script supports:
mia_material
mia_material_x
mia_material_x_passes
mi_metallic_paint
mi_metallic_paint_x
mi_metallic_paint_x_passes
mi_car_paint_phen1
mi_car_paint_phen_x
mi_car_paint_phen_x_passes
misss_fast_simple_maya
misss_fast_skin_maya
misss_fast_shader
misss_fast_shader_x
misss_fast_shader_x_passes
The SSS shaders were the most pain in the ass ones to script because they differ a bit.
Still polishing and testing but so far so good.
I'm really getting sucked into this.
Quick update:
-The mule shaders auto update when the MR shaders are tweaked, so it doesn't matter if you change the textures or colors, the mule will stay current (might post a vid on that).
-The "screen composite" attribute will be unchecked automatically on all SSS shaders.
-When camera, area lights, and portal lights are created, a new panel for positioning and framing is created instead of taking over the current persp panel.
-The camera searches for any existing photographic exposure shader and attaches it, if not, it creates one and it checks for sky shaders too.
-The rename textures script names file texture nodes according to their system names and sets some filter attributes.
-The match FG to Raytrace basically grabs current raytrace settings and uses those values for FG tracing to avoid things like black glass for example.
*Will possibly add a caustic light feature.
The De-gamma shaders script supports:
mia_material
mia_material_x
mia_material_x_passes
mi_metallic_paint
mi_metallic_paint_x
mi_metallic_paint_x_passes
mi_car_paint_phen1
mi_car_paint_phen_x
mi_car_paint_phen_x_passes
misss_fast_simple_maya
misss_fast_skin_maya
misss_fast_shader
misss_fast_shader_x
misss_fast_shader_x_passes
The SSS shaders were the most pain in the ass ones to script because they differ a bit.
Still polishing and testing but so far so good.
PMM User Interface
Making a bit of progress on the UI for PMM yay. It's weird but I found it waaay easier to make the other scripts. Scripting a UI just feels really clumsy or maybe it's because I haven't gotten quite used to it yet. /shrug
The first UI I ever created and I'm just so proud ^_^.
The first UI I ever created and I'm just so proud ^_^.
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