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		<title>NVIDIA Advanced Rendering Forum</title>
		<link>http://forum.nvidia-arc.com/</link>
		<description>This is a discussion forum powered by mental images. To find out about mental images, go to http://www.nvidia-arc.com/ .</description>
		<language>en</language>
		<lastBuildDate>Wed, 22 May 2013 20:22:26 GMT</lastBuildDate>
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			<title>NVIDIA Advanced Rendering Forum</title>
			<link>http://forum.nvidia-arc.com/</link>
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		<item>
			<title>Alembic + Changing Point Numbers + Motion Blur</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12421-Alembic-Changing-Point-Numbers-Motion-Blur&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 15:31:53 GMT</pubDate>
			<description><![CDATA[Hey all, 
 
I'm trying to get MR to render motion blur on a fracturing piece of geometry that's come from Houdini. When the point numbers aren't...]]></description>
			<content:encoded><![CDATA[<div>Hey all,<br />
<br />
I'm trying to get MR to render motion blur on a fracturing piece of geometry that's come from Houdini. When the point numbers aren't changing (i.e. when nothing is fracturing), everything behaves fine. However, for the frames where there is a change in point numbers, motion blur is effectively ignored.<br />
<br />
This means that MR ISN'T looking at the per-point velocity information in the Alembic file. I've checked that the file contains the velocity inside Houdini and it's definitely there and renders correctly in Mantra. <br />
<br />
What do I need to do to get MR to pick up this point velocity?<br />
<br />
Thanks for any help!</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?82-mental-ray-Maya">mental ray - Maya</category>
			<dc:creator>siddd</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12421-Alembic-Changing-Point-Numbers-Motion-Blur</guid>
		</item>
		<item>
			<title>Diffuse Detail Noise</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12420-Diffuse-Detail-Noise&amp;goto=newpost</link>
			<pubDate>Wed, 22 May 2013 06:12:09 GMT</pubDate>
			<description>Hi, 
I am continuing to experiment with the Mila shaders, and I was wondering if someone could help me out with this problem I have run into. I seem...</description>
			<content:encoded><![CDATA[<div>Hi,<br />
I am continuing to experiment with the Mila shaders, and I was wondering if someone could help me out with this problem I have run into. I seem to be getting very grainy renders<br />
<br />
Scene setup is as folows:<br />
2x area lights (mental ray lights, min 1, max 8 samples), casting raytrace shadows (segmented shadows), 32 rays each.<br />
Unified sampling (quality 1, min 1 max 10,).<br />
Using  MIB env_sphere and env_blur for reflection. <br />
diffuse_detail =  on<br />
diffuse_detail_distance = 10<br />
mila_quality =5 <br />
&quot;jelly beans&quot; have scattering, quality = 8<br />
<a href="http://forum.nvidia-arc.com/attachment.php?attachmentid=4056&amp;d=1369202749"  title="Name:  sampling.PNG
Views: 13
Size:  692.3 KB">sampling.PNG</a><br />
<br />
I seem to be getting a lot of noise in the image with these settings,and the render time is fairly long  (about 5 minutes).  The raytrace shadow obviously causes a  bit of grain, but I seem to be getting a significant amount of grain  all over the scene. My hunch is the  diffuse_detail is causing it.  Is there anything I can adjust to reduce the noise?.  Cranking up the diffuse quality  really high (25) on a per material basis still results in  noise. (The bowl is just a standard mila diffuse reflection with quality = 25)<br />
<br />
any help with this would be greatly appreciated!<br />
<br />
Thanks!<br />
<br />
Shane</div>


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			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?85-mr-Shaders-Advanced">mr Shaders - Advanced</category>
			<dc:creator>shanemarks</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12420-Diffuse-Detail-Noise</guid>
		</item>
		<item>
			<title>3Ds Max Include File</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12419-3Ds-Max-Include-File&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 19:53:50 GMT</pubDate>
			<description>Hello 
 
I am working on a little project where I am trying to create a UI for a Maya shader in 3Ds Max. There are a couple of UI features I would...</description>
			<content:encoded><![CDATA[<div>Hello<br />
<br />
I am working on a little project where I am trying to create a UI for a Maya shader in 3Ds Max. There are a couple of UI features I would like to take advantage of, if I can. I apologize if this is the incorrect forum for my questions.<br />
<br />
First of, using the &quot;enables&quot; command I am able to...enable certain UI elements when a boolean is checked. I can not figure out how to disable certain other elements when that same boolean is checked. Sadly, &quot;disables&quot; doesn't seem to do it.<br />
<br />
Second, I am able to create drop down menus for an integer function. Is there a way to set the default to something other than the first option?<br />
<br />
Third, on these drop down menus, is there a way to have a specific option &quot;enable&quot; another UI element?<br />
<br />
Lastly, throughout 3Ds Max there are categories of functions contained in a small, labeled, rectangle. Is there anyway to create one of these elements in my UI? (see below).<br />
<br />
Thank you for any help you may be able to provide. This type of stuff is beyond my comfort zone. I've been hunting and digging through all the include files I can find but these few escape me.<br />
<br />
Matt<br />
<br />
<a href="http://forum.nvidia-arc.com/attachment.php?attachmentid=4053&amp;d=1369165882"  title="Name:  UI.jpg
Views: 14
Size:  95.1 KB">UI.jpg</a></div>


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			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?84-mr-Shaders-Getting-Started">mr Shaders - Getting Started</category>
			<dc:creator>designmule</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12419-3Ds-Max-Include-File</guid>
		</item>
		<item>
			<title>MILA beta download for Maya</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12418-MILA-beta-download-for-Maya&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 14:49:53 GMT</pubDate>
			<description>how can i download beta MILA shaders for maya ? 
 
all the best, thanks...</description>
			<content:encoded><![CDATA[<div>how can i download beta MILA shaders for maya ?<br />
<br />
all the best, thanks...</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?82-mental-ray-Maya">mental ray - Maya</category>
			<dc:creator>lerrandro</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12418-MILA-beta-download-for-Maya</guid>
		</item>
		<item>
			<title>Unified Sampling and Compositing</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12417-Unified-Sampling-and-Compositing&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 14:33:00 GMT</pubDate>
			<description>HI! 
 
I got a hopefully simple question.. 
 
When using Mental Ray with Unified Sampling I came up with some AA Issues in dark Image parts. The...</description>
			<content:encoded><![CDATA[<div>HI!<br />
<br />
I got a hopefully simple question..<br />
<br />
When using Mental Ray with Unified Sampling I came up with some AA Issues in dark Image parts. The problem appears when you split up your Image into different parts. Lets say you have your scene lit and everything samplingwise is working fine.<br />
So now you start to seperate yout different Scene Elements for Compositing( I use Maya so for me its generating renderlayer).<br />
Lets say you got a character that will now be seperated from your BG and is now rendered on a black BG. If this character has a side where no Light is hitting him and this side is nearly black, now in front of the black BG, I end up with fairly poor AA. So what worked in the beginning because there was for example a light BG behind the Character doesnt work anymore. <br />
I hope you understand what I`m aiming for... So what is you solution, do I have to tweak sampling per Renderlayer and maybe running into the Issue of spills around my different objects because the AA doesnt match up? I hope its a fairly basic question regarding Unified Sampling.. So whats your workflow? It wasnt necessary in the days of adaptive sampling, becaue AA and shading samples were divided.<br />
I would be very thankful for any tips!:?:</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?78-mental-ray-Open-Discussion">mental ray - Open Discussion</category>
			<dc:creator>oschulz</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12417-Unified-Sampling-and-Compositing</guid>
		</item>
		<item>
			<title>MILA and colored metals</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12416-MILA-and-colored-metals&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 01:36:55 GMT</pubDate>
			<description><![CDATA[I'm trying to represent dielectrics and colored metals on the same texture. The simplest way I know of to achieve this is to use a colored texture...]]></description>
			<content:encoded><![CDATA[<div>I'm trying to represent dielectrics and colored metals on the same texture. The simplest way I know of to achieve this is to use a colored texture (color for metals, grey for dielectrics) on the Schlick Fresnel incident reflectance parameter. That function tends to 1 on all the color channels at grazing angles. Reference: <a href="http://www.raytracing.co.uk/?p=17" target="_blank">http://www.raytracing.co.uk/?p=17</a> and <a href="http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_a_notes.pdf" target="_blank">http://renderwonk.com/publications/s...an_a_notes.pdf</a> (page 18). Tinting the whole specular layer with a color does not achieve this effect at grazing angles.<br />
<br />
Is there any chance we could get a color instead of a scalar for &quot;normal reflectance&quot; on the MILA material? Might as well also for &quot;grazing reflectance&quot;.<br />
<br />
Or is there another straightforward way to achieve colored metals and dielectrics on the same texture, with the correct grazing angle response?<br />
<br />
Thanks!</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?85-mr-Shaders-Advanced">mr Shaders - Advanced</category>
			<dc:creator>steel_3d</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12416-MILA-and-colored-metals</guid>
		</item>
		<item>
			<title>Mila and Render Passes</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12415-Mila-and-Render-Passes&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 18:46:24 GMT</pubDate>
			<description>Hi I, have been playing around with the Mila shaders  inside maya (they are really great)... Could someone point me in the right direction as to...</description>
			<content:encoded><![CDATA[<div>Hi I, have been playing around with the Mila shaders  inside maya (they are really great)... Could someone point me in the right direction as to setting them up for render passes, like I would normally do with the MIA materials?  I tried the default render passes (diffuse, spec etc) and they all render out black. I presume the Mila shaders use completely separate render passes?<br />
<br />
<br />
Thanks!<br />
<br />
Shane</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?85-mr-Shaders-Advanced">mr Shaders - Advanced</category>
			<dc:creator>shanemarks</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12415-Mila-and-Render-Passes</guid>
		</item>
		<item>
			<title>Unified sampling and photometric area lights and skyportal : shadow samples</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12414-Unified-sampling-and-photometric-area-lights-and-skyportal-shadow-samples&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 06:36:12 GMT</pubDate>
			<description><![CDATA[Hi All, 
 
Does shadow samples of photometric area lights and skyportal work with unified sampling in 3ds max? 
 
So far in my tests, I haven't...]]></description>
			<content:encoded><![CDATA[<div>Hi All,<br />
<br />
Does shadow samples of photometric area lights and skyportal work with unified sampling in 3ds max?<br />
<br />
So far in my tests, I haven't noticed that shadow samples get changed based on max samples set into unified sampling? (regardless how high quality I set)<br />
<br />
I need to set shadow samples to 64 in those lights get those grain/noise removed from shadow. Unified sampling doesn't resolve it.<br />
<br />
Is it broken in 3ds max? (both in 2013 and 2014 version?) or it is supposed to work like that, by setting higher shadow sample for lights?<br />
<br />
Regards,<br />
Jigu</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?80-mental-ray-3ds-max">mental ray - 3ds max</category>
			<dc:creator>jigu</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12414-Unified-sampling-and-photometric-area-lights-and-skyportal-shadow-samples</guid>
		</item>
		<item>
			<title><![CDATA[Iray 2014 issues - cant find GPU's]]></title>
			<link>http://forum.nvidia-arc.com/showthread.php?12413-Iray-2014-issues-cant-find-GPU-s&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 19:40:02 GMT</pubDate>
			<description><![CDATA[First off... everything about Iray----Awesome! 
however a few things i noticed with Max2014... 
1  It cant find my GPU's,  *****UPDATE - GPU's found,...]]></description>
			<content:encoded><![CDATA[<div>First off... everything about Iray----Awesome!<br />
however a few things i noticed with Max2014...<br />
1  It cant find my GPU's,  *****UPDATE - GPU's found, just needed an Nvidia driver update*******<br />
2  If you copy the Iray material in the Material Browser, the original material shows up in the viewport.  It renders correctly however.<br />
3  The template material for Metal-Alum-Brushed makes a &quot;fold&quot; or seam along some edges. (also in 2013)<br />
(see attached)</div>


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			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?156-mental-ray-iray">mental ray - iray</category>
			<dc:creator>3DPete</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12413-Iray-2014-issues-cant-find-GPU-s</guid>
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			<title>32 thread machine slower then a 8 thread machine ???!!!!</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12411-32-thread-machine-slower-then-a-8-thread-machine-!!!!&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 13:57:18 GMT</pubDate>
			<description><![CDATA[Hi, 
 
I have some really strange rendetimes going on here. 
 
I'm rendering just a beauty pass with about 1.8 mio polys in it. 
Now my Workstation...]]></description>
			<content:encoded><![CDATA[<div>Hi,<br />
<br />
I have some really strange rendetimes going on here.<br />
<br />
I'm rendering just a beauty pass with about 1.8 mio polys in it.<br />
Now my Workstation chews though a 960x540 res in 2:53.<br />
The Workstation's specs are: Xeon E5 1620 3,6 Ghz, 4 cores/8 threads/16 gb<br />
<br />
When I render the same scene and frame out of maya on a renderfarm machine it takes 8:20.<br />
Which I can drop down to 7:33 by decreasing the bucket size to 32 instead of 64.<br />
But still this is 3 times the rendertime it takes on the workstation and here are the specs of the renderfarm machine:<br />
2 x Xeon E5 2650 2.0 Ghz, 16 cores/32 therads/32 gb.<br />
<br />
Now I reduced the the threads on the renderfarm machine to 16 and the rendetime is: 9:43.<br />
Reducing the threads further down to 8 the rendertime for the frame is: 13:32.<br />
<br />
What the heck is going on ?<br />
Isn't mental ray able to do a decent multithreading with more then 8 threads ?<br />
What am I missing?<br />
<br />
I also tested the machines with cinebench ... workstation 7 points / renderfarm machine 18 points<br />
<br />
Any help would be very nice.<br />
<br />
cheers<br />
<br />
Rico</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?82-mental-ray-Maya">mental ray - Maya</category>
			<dc:creator>dagoose</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12411-32-thread-machine-slower-then-a-8-thread-machine-!!!!</guid>
		</item>
		<item>
			<title><![CDATA[composite Maya  render passes  can't match the beauty!?]]></title>
			<link>http://forum.nvidia-arc.com/showthread.php?12410-composite-Maya-render-passes-can-t-match-the-beauty!&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 05:12:14 GMT</pubDate>
			<description>my software : maya 2013 sp2,mr 3.0.0.19  
light  setup : one arealight    
using  mia_material_x_passes, 
render  diff and  reflection passes,  and...</description>
			<content:encoded><![CDATA[<div>my software : maya 2013 sp2,mr 3.0.0.19 <br />
light  setup : one arealight   <br />
using  mia_material_x_passes,<br />
render  diff and  reflection passes,  and compositing in nuke.  <br />
but i can't match the beauty ,there is just  a bit different in the fall off .....<br />
this is  the  composited  images<br />
<a href="http://forum.nvidia-arc.com/attachment.php?attachmentid=4035&amp;d=1368680712"  title="Name:  a.jpg
Views: 23
Size:  9.4 KB">a.jpg</a><br />
<br />
this is the  beauty<br />
<br />
<a href="http://forum.nvidia-arc.com/attachment.php?attachmentid=4036&amp;d=1368680820"  title="Name:  b.jpg
Views: 23
Size:  10.2 KB">b.jpg</a><br />
<br />
,<br />
as you can see,the beauty is little  brighter than the composited one, i use the plus operation.<br />
am i doing something wrong?</div>


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			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?82-mental-ray-Maya">mental ray - Maya</category>
			<dc:creator>zhanggrrrr</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12410-composite-Maya-render-passes-can-t-match-the-beauty!</guid>
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			<title>Mental Ray for Maya 2014 UI Indirect Lighting/Options windows not working</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12409-Mental-Ray-for-Maya-2014-UI-Indirect-Lighting-Options-windows-not-working&amp;goto=newpost</link>
			<pubDate>Tue, 14 May 2013 06:37:48 GMT</pubDate>
			<description><![CDATA[Hello, I just upgraded to Maya 2014 Creation Suite for Mac and I'm having a hiccup with the Mental Ray UI Windows.  I have tried clean installs...]]></description>
			<content:encoded><![CDATA[<div>Hello, I just upgraded to Maya 2014 Creation Suite for Mac and I'm having a hiccup with the Mental Ray UI Windows.  I have tried clean installs trashing prefs and everything one can do to troubleshoot the problem and I'm hoping someone will understand this problem.  When I open the render settings window the  Indirect Lighting and Options windows are not working, they are just blank grey windows with no controls.  These are the error messages I'm getting in the script editor:<br />
<br />
// Error: Line 0.52: Cannot find file &quot;createMentalRayIndirectLightingTab.res.mel&quot; for source statement. // <br />
// Error: file: /Applications/Autodesk/maya2014/Maya.app/Contents/scripts/startup/uiRes.mel line 121: displayString identifier &quot;m_createMentalRayIndirectLightingTab.kImporto  ns&quot; does not exist. // <br />
// Error: file: /Applications/Autodesk/mentalrayForMaya2014/scripts/createMentalRayFeaturesTab.mel line 523: Object's name 'scrollLayout' is not unique. // <br />
// Error: file: /Applications/Autodesk/mentalrayForMaya2014/scripts/createMentalRayFeaturesTab.mel line 523: Object's name 'scrollLayout' is not unique. // <br />
<br />
As well I am attaching a screenshot to illustrate the hiccups.<br />
<br />
I have posted the info on The Area and reported this to Autodesk but I'm afraid it will be 2016 before I can use this 2014 version if you know what I mean.  I would be eternally grateful for any help this forum.  Thanks for your time!<br />
<br />
Stu<a href="http://forum.nvidia-arc.com/attachment.php?attachmentid=4031&amp;d=1368513239"  title="Name:  Maya 2014 Mental Ray UI Issues.jpg
Views: 46
Size:  246.7 KB">Maya 2014 Mental Ray UI Issues.jpg</a></div>


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			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?82-mental-ray-Maya">mental ray - Maya</category>
			<dc:creator>stumanchu</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12409-Mental-Ray-for-Maya-2014-UI-Indirect-Lighting-Options-windows-not-working</guid>
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		<item>
			<title>Using Iray from Maya 2013: python scripts update ?</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12408-Using-Iray-from-Maya-2013-python-scripts-update&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 03:39:51 GMT</pubDate>
			<description><![CDATA[Hello to everyone, after seeing the blog Elemental Ray a link to session listing to GTC I found a person using Bart's script (which is in post fixed:...]]></description>
			<content:encoded><![CDATA[<div>Hello to everyone, after seeing the blog Elemental Ray a link to session listing to GTC I found a person using Bart's script (which is in post fixed: Python scripts for advanced mental ray production) in 37:14min <a href="http://nvidia.fullviewmedia.com/gtc2013/0321-212B-S3473.html" target="_blank">http://nvidia.fullviewmedia.com/gtc2...12B-S3473.html</a><br />
<br />
But now comes the big question: I tried to install the same script in maya 2013 SP2 (Win 7) and when I render I get an error saying that the script is only compatible with mental ray standalone 3.9 used in maya 2012 :(<br />
<br />
Where could I get this script to mrstand3.10 ? <br />
<br />
Thanks for reading ;)</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?82-mental-ray-Maya">mental ray - Maya</category>
			<dc:creator>doark</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12408-Using-Iray-from-Maya-2013-python-scripts-update</guid>
		</item>
		<item>
			<title>Mental Ray, MetaSL map error in 3ds max 2014</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12407-Mental-Ray-MetaSL-map-error-in-3ds-max-2014&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 00:57:23 GMT</pubDate>
			<description>Then i try apply map from MetaSL a have error 
http://youtu.be/42dvumWwMy0</description>
			<content:encoded><![CDATA[<div>Then i try apply map from MetaSL a have error<br />
<a href="http://youtu.be/42dvumWwMy0" target="_blank">http://youtu.be/42dvumWwMy0</a></div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?145-MetaSL-Material-Library-Open-Forum">MetaSL Material Library - Open Forum</category>
			<dc:creator>12sunflowrs</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12407-Mental-Ray-MetaSL-map-error-in-3ds-max-2014</guid>
		</item>
		<item>
			<title>Shader Crash Trace</title>
			<link>http://forum.nvidia-arc.com/showthread.php?12406-Shader-Crash-Trace&amp;goto=newpost</link>
			<pubDate>Sun, 12 May 2013 20:39:15 GMT</pubDate>
			<description>My scene crashes on certain frames and am trying to work out the exact cause. 
 
I have a ton of geometry with a shader that has displacement, two...</description>
			<content:encoded><![CDATA[<div>My scene crashes on certain frames and am trying to work out the exact cause.<br />
<br />
I have a ton of geometry with a shader that has displacement, two physical sss nodes mixing into additional color of mia_material_x. I would have perhaps 2000 geometry nodes overall.<br />
<br />
Piped into the SSS nodes are 12 volume lights and an IBL light.<br />
<br />
Any ideas? I have usually 20 gig of ram free when it crashes though wondering if is some virtual memory case.<br />
<br />
Cheers<br />
JM<br />
<br />
<br />
//==================================================  ==<br />
  /lib64/libc.so.6(+0x32920) [0x2b6833539920]<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/shaders/subsurface.so(+0x36db) [0x2b68556b76db]<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/shaders/subsurface.so(+0x3a1b) [0x2b68556b7a1b]<br />
  misss_physical_init<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x1486436) [0x2b68469e0436]<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x147dade) [0x2b68469d7ade]<br />
  mi_phen_eval<br />
  maya_color_to_vector<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x147e0b2) [0x2b68469d80b2]<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x147db2a) [0x2b68469d7b2a]<br />
  mi_phen_eval<br />
  maya_plusminusavg<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x147e0b2) [0x2b68469d80b2]<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x147db2a) [0x2b68469d7b2a]<br />
  mi_phen_eval<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/shaders/architectural.so(+0x204e0) [0x2b68547734e0]<br />
  mia_material_x<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x14898ef) [0x2b68469e38ef]<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x14891b5) [0x2b68469e31b5]<br />
  mi_call_shader_x<br />
  MiaFrameBufferAdapter&lt;MiaMaterialXAdapterParameter  s, MiaMaterialXAdapterResult, ShaderHelper&lt;MiaMaterialXAdapterParameters&gt;, 2&gt;::operator()(MiaMaterialXAdapterResult*, miState*, MiaMaterialXAdapterParameters*)<br />
  adskMayaMiaMaterialXAdapter<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x147e0b2) [0x2b68469d80b2]<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x147db2a) [0x2b68469d7b2a]<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x147d7b2) [0x2b68469d77b2]<br />
  mi_phen_eval<br />
  adskMayaShadingEngine<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x14898ef) [0x2b68469e38ef]<br />
  /hpc/software/autodesk/maya/2013/usr/autodesk/maya2013-x64/mentalray/plug-ins/Mayatomr.so(+0x14891b5) [0x2b68469e31b5]<br />
  mi_phen_call_shader<br />
<br />
<br />
//==================================================  ==<br />
//Memory usage:<br />
// 2147.484 Mb	Free Memory<br />
//    0.000 Mb	Free Swap<br />
//  980.799 Mb	Heap<br />
//==================================================  ==</div>

]]></content:encoded>
			<category domain="http://forum.nvidia-arc.com/forumdisplay.php?78-mental-ray-Open-Discussion">mental ray - Open Discussion</category>
			<dc:creator>JM72</dc:creator>
			<guid isPermaLink="true">http://forum.nvidia-arc.com/showthread.php?12406-Shader-Crash-Trace</guid>
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