- mia can't do lambert?
- Normal interpolation
- file textures
- KD tree
- Render Time Shader
- Framebuffer output for DGS
- MR Shader Writing for Maya!!!
- finalgather file format
- Compiling in Windows, using a Cygwin/mingW environment
- mi_volume_tags
- Stereo Panorama
- light shader casts only shadow
- Aborting a render with integration library.
- accessing a material list
- mi_call_material failing
- what does mi_call_material really do?
- casting a shadow ray from a material
- anti alias pass
- geometry shader under linux
- material shader: converting color from xyz space into rgb?
- passing data up the shader network
- blured reflection and mi_sample...
- mi_call_material
- Light direction
- Getting the bounding box of an object ?
- shadow and normal problem
- Making an instance of instance group with geoshader in
- DGS Fresnel?
- mi_transmission_dir_diffuse
- mib_glossy_refraction documentation
- Geting ParticleIndex From Shader Function
- Getting particles attached to an object ?
- Getting position of an object
- Scanning object and tesselating them
- Using holes in geometries loops ?
- How can I develop Hardware shaders ?
- Projecting from camera to screen ?
- Query color at another screen space location
- Defining a phenomenon and default shaders values
- Launching the render again from a shader
- shader return miVector2d
- Name of object sphere in Maya Hypershade preview?
- How can I get shader name (function name) that call shader?
- per object fg setting
- fg confusion again
- Per Shader Raytracing Overrides
- material creation in geo shaders.
- interpolating between points
- Retrieve values in a depth user frame buffer ?
- Compiling shaders for linux Fedora Core 5- GCC
- Reading object from file with MI_API_OBJECT_FILE
- second derivative
- multilple depths per pixel?
- rapid bug with mi_fb_put?
- Detecting Finalgather preprocessing phase in a shader
- Transparency problems...
- geometry hair degree3 problem
- Modify existing shader
- getting name from hit object
- RGB values and clamping ?
- trilist
- Lightning even if dot_nl < 0 with raytraced shadows.
- Global Data
- Adding a user frame buffer from a geo shader ?
- modify instance from geometry shader
- Differences in miColor between mental ray 3.4 and 3.5 ?
- .map format specs
- Code Profiling
- Odd state->inv_normal behavior
- World coordinates from screen Raster?
- Obtaining shader parameter derivatives
- how to access a struct?
- Hair geometry and memory
- color array inputs and evaluation
- Array of shaders ?
- Camera position in lighmap shader
- Transparency problem with shadows
- Shader compilation errors with MSVC++6.0?
- Max MR shader GUI question
- Phenomenon not registering photon shader
- Sketchy lines
- mi_trace_shadow_seg with mi_call_shadow_material
- using the mi_Kdtree_add function
- Output shader and antialiasing
- Saving an .exr file with mental ray API
- Tonemapping
- Creating an image from a scalar buffer ?
- collecting vertices with miRAY_lm_vertex
- passing pointers to other shaders
- Parsing a shading network
- Knowing shader type from tag
- Shader beta testing signup
- Access userVertexData
- sprite sequences
- Make shader read other's shaders parameters.(From same type)
- How to define a lightmap-material shader
- Invalid object type
- how to know whole scene size&scale
- BackgroundPass
- Getting alpha value in output shader
- mi_error and name duplicate ?
- using quasi-monte carlo in volume shaders
- Evaluate shader from a callback
- evaluate a shader from a geometry shader
- Obtening leaf instance list instancied from a parent instanc
- Z buffer precision
- state from callback
- Question about mi_sample_light
- mi_sample_light problem
- Is it possible to change state->dir with some RC Function
- Obtaining box chain list in material shader
- Help compiling for win64
- Anyone using Visual Studio 8 to compile shaders?
- mental ray bug? 3.5.6.3 rapid motion/rasterizer + FG
- Lightmap shader problem
- How to lock sample values in mi_sample() ?
- mental ray frame buffers problem (3.5.7.15)
- Writing to lightmap in an _exit lightmap shader
- Material shader computed data into contour_store_function?
- contour_store_function not storing normal correctly!?
- Light linking
- Where can I get the utility mitoapi
- final gathering with custom shaders ?
- Compiling shader for MacOSX as universal binary
- user data, node ID
- Some final gather questions
- problem raytracing and shadows with geoshader
- Getting matrix transform in geometry shader
- Using an image sequence in a shader
- delete objects in geoshader / flush database
- Knowing which shader are called ?
- coverage and label pass
- Reduce .map resolution lookup in FG preprocessing phase
- Render with standalone from memory/API ?
- Depthmap shadows
- 'unnamed' user data on geometry instances
- Adding ray lengths of intesecting objects
- frame buffer number mi_api_framebuffer_add()
- Assigning a material to an object
- mi_call_shader_x and size of result
- per-vertex user data on subdivs
- object lights shader (64-bit)
- Leaf instance to scene DAG instance traversal
- trilist in mental ray standalone
- Binary format of vertices ?
- texture mapping and mi syntax
- Crash in car paint shader
- Visualisation of Photon first bounce
- Photon emitter shader and photon storing
- mi_eval a state->child parameter
- miImg_file and output shader
- World space != Internal space. Ok, but when ?
- Photon map format
- Caustic photons
- rast transparency depth issue
- OT: reading from imf_disp through sockets
- Dummy photon volume shader
- Multple attribute arrays
- Getting triangle data in a displacement shader
- shader param's values from miQ_FUNC_PARAM in mi_sample_light
- Interger casts
- New 3.6 Framebuffer API
- mi_api_data_byte_copy() crash
- Zero material tags not working for poly creation?
- mray 3.6+ removing image filtering
- separate passes
- Framebuffers and Transparency
- Several lightmaps at once
- Help compiling for OSX intel
- accessing camera matrices inside output shader?
- Getting a material tag from instance DAG object tag
- Problem with framebuffer indices
- Detecting fg phase
- Modify Z Buffer
- Solid volume
- Sample Passes
- How to force tesselation in a material shader
- Object exclusion in FG+GI stage
- mia_material_x phenomena question
- camera projection
- shadow casting avoid self-geometry
- multipass rendering question
- Broke suspected infinite trace recursion
- Accessing hair root position
- color correct?
- How to get user scalars in hair ?
- mia_envblur and custom shaders
- EXR Output shader
- Motion blur and matrix transform
- mi_trace_transparent problems
- Accessing source subdiv/ccmesh geometry
- geo_tesselation -> vertices
- miQ_FUNC_TAG/mi_api_tag_lookup() confusion
- how to get thread id in geometry shader callback
- user data access
- How to get continued tangent vector for anisotropic shader?
- how to use mi_api_parameter_child
- Framebuffers and motion blur aliasing
- How can I know whether the parameter is connected?
- mi_query crash in LightIterator
- How to read geometry tags in a shader?
- Running ray under gdb
- How to get the miFunction attached to a parameter?
- Framebuffer oversampling
- Custom area lights
- mi_lightprofile_value() in photon emitter shaders
- mi_call_shader for calling shaders returning struct results
- mi_api_assembly_filename and Maya 2008 Ext2
- Lost in callbacks
- user data problems
- raytrace loop problem
- running out of stack space
- How to set up a miState manually (almost)
- Getting output filename with mi_query
- Lighting noise in a ray-marched object
- eval_color with modified tex_list
- mi_eval_color in struct problem
- mi_call_shader_x and memory
- intersecting volume shader problem
- Volume shader bug in MR-XSI 7.01
- create geometryShaderCallback in callback
- Ignore mayas file output
- "which light" in shadow shader
- Hollow tube sub-surface scattering problem
- Maya sprite img sequence shader problem
- Inherit attributes from instance
- Rotational motion blur
- geoshader cleanup
- Transparent frameBuffers
- running out of stack space
- Light Protocol for emit specular/diffuse
- Hair geometry and tex_list[]
- Set Ambient Occlusion in Geo shader?
- mi_sample_light in contour shaders
- Physical sun returning huge values
- User framebuffers clipping values over 1
- mrliquid
- Final Gather On/Off
- mi_call_shader_x
- Selecting Colors in an array - Please Help!
- Is this shader possible?
- Traversal Function
- exchange user data between shaders
- Geometry shader with callbacks problem
- Strange overlapping samples!
- Maya AETemplates with struct arrays
- Phenomeonon and geometry shader problem
- Creating light profiles in geometry shaders
- working with mia_env_blur
- Disable evaluation in fgpass