
Originally Posted by
rlevene
Brenton, hoping you could assist with this to get it working in maya. I know Justin would be up for writing a neat AETemplate for the shader in maya.
I've not gotten it working yet. I get the output:
Code:
PHEN 0.11 54 MB error 051011: shader "iray_layered_material" not found
IRAY 0.6 46 MB progr: environment baking: completed in 0.753s
IRAY 0.6 46 MB info : found 1 CUDA devices
IRAY 0.6 46 MB info : default to using all CUDA capable devices
PHEN 0.11 54 MB error 051011: shader "iray_layered_material" not found
PHEN 0.11 54 MB warn : maya_state(): Called on an unexpected ray.
IRAY 0.11 54 MB info : converted scene in 0.337s
IRAY 0.11 68 MB info : scene size: 13k triangles, 1MB
IRAY 0.11 68 MB info : texture size: 1 textures (1 bitmaps), 8MB
IRAY 0.11 74 MB info : CUDA device 0: "Quadro 4000" (compute capability 2.0, 2047MB total, 1805MB available)
IRAY 0.11 74 MB info : CUDA device 0: frame buffer size 16MB
IRAY 0.11 74 MB info : initialized scene in 0.677s
IRAY 0.11 50 MB error: CUDA device 0: unspecified launch failure
IRAY 0.11 50 MB error: CUDA error on device 0, cannot use this device for rendering
IRAY 0.11 50 MB error: rendering fragment failed on device 0
IRAY 0.11 50 MB error: CUDA device 0 failed during first frame, deactivating it and re-rendering now
IRAY 0.11 50 MB error: All CUDA devices have been de-activated due to error: aborting render. Please enable CPU rendering.
I take it I should expect the first error because I am not using an existing .so file?

Originally Posted by
rlevene
My understanding is there is meant to be some node ID's inside the shaders mi file for maya but in this case there are not. Not sure if that is something we need to add. Would not know what values to put and where.
Unique node Ids allow Maya to safely and consistantly identify foreign nodes when loading a Maya scene. They are not neccessary for test rendering.

Originally Posted by
rlevene
The mi file is very large. Complex phenom.
I simply deleted everything but the "iray_layered_material" shader declaration. I think the phenomenons are just fixed-layer-count shaders for 3dsMax which has trouble with arrays.