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Thread: Mental Ray and PTex

  1. #1
    Join Date
    Jan 2012
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    Default Mental Ray and PTex

    Hi all,

    Is there still no PTex support in Mental Ray?

  2. #2
    Join Date
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    Chicago
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    Default

    It's been announced in the comments for 2013 products that PTex is supported.
    "Don't let anyone drive you crazy when you know it's in walking distance."

    "Don't argue with an idiot, they will drag you down to their level and beat you over the head with experience."

    http://elementalray.wordpress.com/

  3. #3
    Join Date
    Aug 2011
    Posts
    3

    Default Where can that comment be found?

    Quote Originally Posted by Remydrh View Post
    It's been announced in the comments for 2013 products that PTex is supported.

    Where can that comment be found?

    Its not at these pages:
    http://area.autodesk.com/blogs/cory/...cing_maya_2013
    http://area.autodesk.com/blogs/ken/3...2013_announced

  4. #4
    Join Date
    Aug 2011
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    Default

    Found it on the "View all comments" on the Maya blog, page 2
    http://area.autodesk.com/blogs/cory/...comments?pg=2&
    >Posted by mogkc on Mar 28, 2012 at 02:45 AM
    >re: Ptex in mental ray
    >
    >This is supported in 3.10 so you can use it in Maya. I'll be upfront with you and say the workflow is a bit rougher
    >than we would like.

  5. #5

    Default

    Ptex support has been added October 2010 to mental ray. Core support for ptex face and barycentric face information has been added in mental ray 3.10. The actual lookup is done
    by a shader mib_ptex_lookup, declaration given below.
    We have added support for all subdivision face types, i.e. triangles, quads, pentagons etc.
    Using the shader is actually quite simple, here is an example:

    material "mtl" "mib_ptex_lookup"(
    "filename" "triangle.ptx")
    end material

    Gunter

    # ptex lookup shader
    #
    # filename: .ptx file
    #
    # width: scale factor for filter width
    # blur: blur amount to add to filter width [0..1]
    #
    # filter_type:
    # 0 point Point-sampled (no filtering)
    # 1 bilinear Bi-linear interpolation
    # 2 box Box filter
    # 3 gaussian Gaussian filter
    # 4 bicubic General bi-cubic filter (uses sharpness option)
    # 5 bspline BSpline (equivalent to bi-cubic w/ sharpness=0)
    # 6 catmullrom Catmull-Rom (equivalent to bi-cubic w/ sharpness=1)
    # 7 mitchell Mitchell (equivalent to bi-cubic w/ sharpness=2/3)
    #
    # interpolate_level: Interpolate between mipmap levels
    # filter_sharpness: for general bi-cubic filter only

    declare shader color "mib_ptex_lookup" (
    string "filename",
    scalar "width" default 1.0,
    scalar "blur" default 0.0,
    integer "filtertype" default 4,
    boolean "interpolate_level" default off,
    scalar "filter_sharpness" default 1.0)
    version 1
    end declare

  6. #6
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    Default

    If it was added in 2010, does itmeans we could use it with mr 3.9.x ? (maya 2012)

  7. #7
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    Default

    i tested it in xsi2012 and it does not work, "shader not found".

  8. #8
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    Default

    I think Gunter means the possibility of using a shader for it was made possible in 2010 (the core supported it), but none of the integrators wrote one.

    So we had to wait until the 2013 products.

    I might be wrong about that. . .

    Keep in mind, what you see in the OEM mental ray is behind contemporary mental ray.
    "Don't let anyone drive you crazy when you know it's in walking distance."

    "Don't argue with an idiot, they will drag you down to their level and beat you over the head with experience."

    http://elementalray.wordpress.com/

  9. #9
    Join Date
    Sep 2011
    Posts
    8

    Default

    So MR 3.10 is here. Ptex is a available to those who have the skills to implement it. Maya even has a basic GUI for it (or so I have read).

    As a Max user I am left wanting.

    Is there anyone who is willing to put the resources into writing a plugin or something for Max 2013? If I had the skills I would be on it already.

    I know that the Manuka people have been developing something in the past but I can't see any signs of recent activity on their website.

    All I have heard on the web is dead silence right now.

    I know I'm not the only one interested in, and willing to pay for the software to make Ptex happen.

    Can anyone shed some light on the issue?

  10. #10
    Join Date
    Oct 2008
    Location
    New Zealand
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    164

    Default

    Heres the instructions for using PTex in Maya 2013:

    http://forums.cgsociety.org/showthre...f=87&t=1045919

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