Are these shaders exposed to the user? As far as i know they don't have even a GUI right? How are you using them in Max 2013?
Are these shaders exposed to the user? As far as i know they don't have even a GUI right? How are you using them in Max 2013?
I'm still on 2012 so far... Don't know when/if I will update, but it won't be anytime soon...
These shaders should be available in the map browser as either an IBL environment shader or IBL light shader trough the photometric area light... There is a lot of info on these shaders for maya on elemental ray blog, but they should work the same in max: http://elementalray.wordpress.com/20...l-shaders-pt1/
Last edited by Braiz; December 7th, 2012 at 15:29.
Nope, unfortunately they're not exposed in max 2013. They remain in the unexposed features limbo, besides unified sampling and regular ibl, irradiance particles etc...
Jesus christ you gotta be kiddin me!
I have to admit, I didn't check my statement before I posted. Big mistake.
Sometimes I wonder what AD-3dsmax-mental ray team is actually paid to do...
I'll take this issue to AD asap. Can I convince you to do the same??
guys, i have a question. i'm using render optimizer for 2012 max. when i enable IBL via optimizer it works well with matte/shadow materials. when i enable it via maxscript, IBL works but i'm not receiving shadows from IBL on matte/shadow objects. in everything else it works the same way. i can't understand why. can you please look at my settings? maybe i forgot to enable something
here is my .ms:
mental_ray_string_options.addOption "environment lighting mode" "automatic"
mental_ray_string_options.addOption "environment lighting cache" on
mental_ray_string_options.addOption "environment lighting quality" 0.75
mental_ray_string_options.addOption "environment lighting resolution" 512
mental_ray_string_options.addOption "environment lighting shader samples" 2
mental_ray_string_options.addOption "environment lighting shadow" "transparent"
Zxx: This is a known issue from max 2013. A workaround would be set mode to solid, but you won't get transparent shadows anymore from IBL.
Braiz: I'm very sorry but i'm just a user of a company license, not an owner, i can't do that. I supose i should tell the manager, but i dont expect to be listened at all 'cause he doesnt need these features and doesnt care about render things, you know how it works in small companies: "Is there anything wrong with the regular method?? dont bother me, please".
Unless, of course, you meant to post it in the forums and pray for some moderator to see it and transmit it to the right people.
Last edited by strangerman; August 10th, 2012 at 18:43.
Doesn't work, shadows remain solid.
Can we expose them by adding some "#" somwhere? Any chance of this IBL thing getting fixed ever?
Why isn't mental ray it's own completely separate plugin (like vray), so this damn autodesk integration is no longer an issue.
Beats me as well...Why isn't mental ray it's own completely separate plugin (like vray), so this damn autodesk integration is no longer an issue.
I dont think the integration problems come from the way it is implemented. Just take a look to how incredibly fast and reliable is it in Softimage. I'm not an expert softimage user, but what beats me is how come it doesnt seem to even translate the geometry to MR, or simply does it lightning fast, and Max has to do it painstakingly slow in comparison. Plus, almost all the new features are exposed out of the box.
Sorry if there is something that doesnt make sense, my english grammar is not very good.
Your english is fine Strangerman, don't worry
Well, it's not the first time I've heard about Softimage and mr being a better combination then most other 3d packages... and mr...
But then it has to come down to the individual autodesk implementation teams efforts and/or priorities..
It has already been discussed a thousand times regarding the poor implementation in max... And I'm tired to the bone, for the time I have to spend on trying to get the best out of mr, when there
is not much to gain, due the lack of new/updated features...
I remember installing a product update the other day, and to my greef, the arch & design shaders IBL support had been disabled... So I had to change the .mi files all over again.