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Thread: error use mia_material_x.msl in maya2011?

  1. #1
    Join Date
    Dec 2010
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    13

    Default error use mia_material_x.msl in maya2011?

    hi, JanJordan

    I made a mi file to mia_material_x.msl (downloaded from material.mentalimages.com), and put them into MI_RAY_INCPATH and MI_CUSTOM_SHADER_PATH the directory.
    Then I found a node in the maya2011, I created a geometry, and rendering it, and then led to the collapse of the maya!

    Where do I wrong?
    Thank you in advance!

    output window prompt:

    undefined instgroup symbol ": MayaTranslatedWorld"
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  2. #2
    Join Date
    Jan 2007
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    195

    Default

    hi yes_id,

    Maya does not officially support MetaSL rendering, so i have to investigate a bit myself.
    Could you please export the complete scene you tried to render to .mi and post here? Also the mia_material_x.msl file you used?

    Both the log and the .mi file seem ok at the first glance. the MetaSL compiler loads fine. The error message hints at a general .mi syntax problem.

    Happy new year!
    Jan

  3. #3
    Join Date
    Dec 2010
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    I export a scene to the mentalray standalone rendering , the software reported the following error:

    Code:
    API  0.0  error  301184: D:/Program Files/mental images/metaSL/mia_material_x.mi, line 14: too many default values for p
    arameter "transparency", expected 1
    API  0.0  error  301184: D:/Program Files/mental images/metaSL/mia_material_x.mi, line 14: too many default values for p
    arameter "transparency", expected 1
    MI   0.0  error  121001: D:/Program Files/mental images/metaSL/mia_material_x.mi, line 79: while defining phenomenon dec
    laration "mia_material_x_msl": syntax error
    Attached is the scene files and screenshots

    happy new year!
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  4. #4
    Join Date
    Jan 2007
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    ok, that log is more descriptive. I checked your .mi again and indeed some initializers are not correct:

    transparency is a scalar. eg only one value:
    scalar "transparency" default 0.0 0.0 0.0,
    should be
    scalar "transparency" default 0.0,

    there are also a few color values that miss a value for the alpha:

    color "diffuse" default 0.5 0.5 0.5,
    color "refr_color" default 1.0 1.0 1.0,

    that should not really be a big issue but still you should add a forth value for alpha.
    Last edited by JanJordan; January 7th, 2011 at 09:46.

  5. #5
    Join Date
    Dec 2010
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    Thanks!
    I made some low-level beginner's error.
    Fixed mi file, the scene can work. However, the performance mentalray very low, and still had the error message.

    Code:
    ......
    PHEN 0.14 error: MetaSL shader called as invalid type miSHADER_OTHER
    PHEN 0.9  error: MetaSL shader called as invalid type miSHADER_OTHER
    PHEN 0.13 error: MetaSL shader called as invalid type miSHADER_OTHER
    PHEN 0.9  error: MetaSL shader called as invalid type miSHADER_OTHER
    PHEN 0.7  error: MetaSL shader called as invalid type miSHADER_OTHER
    PHEN 0.14 error: MetaSL shader called as invalid type miSHADER_OTHER
    PHEN 0.9  error: MetaSL shader called as invalid type miSHADER_OTHER
    PHEN 0.3  error: MetaSL shader called as invalid type miSHADER_OTHER
    PHEN 0.9  error: MetaSL shader called as invalid type miSHADER_OTHER
    ......



    BTW,why meta SL does not support output shader to speed up the motion blur and depth of field effects?
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  6. #6
    Join Date
    Jan 2007
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    195

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    We are working on the specification of output shaders. It will be part of MetaSL.


    As for the error, i just checked Steves guide on how to use MetaSL in maya.
    http://forum.mentalimages.com/showthread.php?t=7092

    and it looks like there is another issue with your .mi file.

    When you declare the phenomenon you do the following:

    shader "metasl_mia_material_x"(
    ...
    )
    root = "metasl_mia_material_x"

    to instanciate the shader correctly, it should rather be something like:

    shader "rootshd" "metasl_mia_material_x"(
    ...
    )
    root = "rootshd"

  7. #7
    Join Date
    Jan 2007
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    195

    Default

    ah, you fixed that in the last version of your .mi file already. Need to check further.

  8. #8
    Join Date
    Dec 2010
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    I very much look forward to seeing the new metaSL output shaders will be successfully developed. We almost can hardly wait to use them at work.

    Thanks again for your help!
    If mia_material_x.msl still can not work, I do look for another solution for it.

    god be with you!

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