- Helpful data to include in your posts
- sss for xsi
- Problem Dielectric Material....
- Suggested Reading Material
- Help me with a conversion
- Output shader
- first bounce
- lightmap question
- Using fresnel reflection
- First shader, problem: mi_query()
- mrclasses Linux
- framebuffer access
- Frustum Culling
- to create additional images
- Lens Shaders
- mi_img_open()
- Detect Raytrace depth
- raytracing and displacement shaders
- on-demand geometry
- Blinn and Fresnel
- Visual C++ .net
- system variables
- Those tricky arrays....
- tracing multiple rays -- state variables
- transformation matrix
- displacement mapping
- Volume shaders and ray casting...
- light mapping
- Compiling a MR shader.
- need help calling a light shader
- Light with mr phenomena
- buffer from geometry shader
- geo shader position
- Frame stamp shader for xsi
- translate ray orgin
- Compiling for OSX
- Hair Geometry Shaders and "samples x x"
- Component ordering in miMatrix
- Compiling using Free Visual C++ Toolkit
- Shader not seen in Maya..
- light tag from instance
- bump conversion problem......
- geometry shaders and multiple materials
- extracting lightmaps for game use
- Cross application shader declaration tips
- Ghost Shader!!
- help me , what is wrong with my codes ?
- retrieve Instance from Object
- BUMP MAP in Mental Ray, how to make it work
- Reading mesh information from a light shader
- Editing Instance with Geometry Shader
- Another question for MR Shader compiling in VS2003
- Photon direction?
- retrieving light energy?
- problem when using Visual Studio 2005 !!!!!
- building shaders with Visual C++ Express Edition - HOW?
- shader_init
- GeoShader and shadows
- Geoshader placeholder and memory
- Cross compilation linux/windows
- Beginner Bump and Texture Projection question
- Evaluate shader for every frame
- faces
- colored shadows
- simple polygon UV coords
- free memory
- Sampling global illumination
- placeholders and geometry type
- geoshader and maya light linker
- mib_photon_basic . . how to?
- Frustrated Compiling MR Shaders for Windows ... Need help.
- Material from geometry shader
- how to translate a .so file into an ascii
- distance from camera
- transparency aware
- using a ramp for transparency of a hairshader?
- light origin
- geometry shader - how to create shader
- error with materials
- hot to adding output shader to the current cam?
- Lightning even if dot_nl < 0 and raytraced shadows
- linking multiple objects
- materials question
- occlusion shader
- GeoShader as light
- getting started. visual c++, windows, maya
- Why is miBoolean an integer?
- dont calculate shadows
- state init/exit modes
- help reading in and copying using miMatrix
- another shadow question
- compiling bumpCombiner
- anisotropic reflection
- A little assistance please, c code.
- Easiest way to add bump from tangent space normal map
- Mental Ray shader strings in Massive
- Accessing Polygon Vertex Colour Data
- Vc++ 2003 bat file
- Reading a attribute frome maya
- mi_sample_light returning -1 light samples
- Mray Contour _Contrast shader in Maya 7.0
- RGB Diffuse and Shadow shader
- Obtaining All Instances Geometry during Rendering?
- Help Getting installed Shaders
- Bump Math
- Geo- and output-shader in a phenomenon
- Demand Loaded objects
- how to query "emit specular on /off"
- mental ray system coordinates
- slight mia_physicalsun problem
- Effects on Images...
- Object Options-Shader
- photon emitter from object light
- Compiling Maya .DLL's fro Mental Mill C++ files
- Basic understanding of MR shader.
- get light color
- ramp based phenomenon
- Compiling on Windows with MS VC Express 2008 and mr 3.6+
- How to access light information?
- Transparent shader
- Where to find MR-API Reference? ---- PLEASE HELP
- How to test for self hitting??
- miPoint in Output shader ?
- Format of focal length ?
- Geometry Shader
- problem compiling in MS c++ express 2005
- numbered framebuffers
- Platform SDK and shader.lib
- mental ray standalone documentation?
- Texture coordinate offsets and tangent space
- state->child and texture coordinates
- 3dsMax Material Translation to Mental Ray Phenomenon
- "mental ray connection" on other materials (skin?)
- shadow shader calls
- mi_sample_light & shadows
- problems with transmat and physics shaders
- Volume shader call
- I can not launch mental ray3.4 on my comp
- Problem with Custom Shader
- UVtoSPACE
- possible to modify global light list?
- how to access light name
- A simple question
- spectra based light shader
- Rendering Curves
- Problem with TexMap and 3dstudio
- set light direction/origin per point
- Problem with Phenomenon and Arrays
- mi_lightprofile_value help needed
- Linking source code directly instead of compiling dll
- Vector displacement & clipped geometry
- Initializing a lookup table
- lazy symbol binding failed
- image non-writable
- to look like maya blinn specular
- how to query emit diffuse(or specular) on/off
- Basic vector/color math operation.
- detect batch vs single render
- MetaSL with 3ds Max 2010
- implementing sss
- Some Questions about LightMap shaders and vertex colour
- Vector displace and color
- deconstructing C pointer code
- Glossy reflections defined by IOR?
- Loading METASL into 3DS MAX 10
- How can I get my shader to show up as a Material and not a Texmap
- reference shader
- Mia in Mental Ray for Maya 7
- With contour, can I render lines to hard edges?
- Using Geometry for Lens Shader Ray Start & Direction
- Version Changelog - incompatiblity ?
- Translucency (back side) shader help
- Memory issues with geometry shader
- mi displacement shader
- Glows?