2013年1月3日 星期四

mental ray Legacy Materials in Maya 2014 missing swatches/shading groups

轉載 http://mayastation.typepad.com/maya-station/2013/04/mental-ray-legacy-materials-in-maya-2014-missing-swatchesshading-groups.html





Some mental ray materials are now classified as “Legacy Materials” in Maya 2014. Unfortunately, there is an issue where these materials will not appear with swatches or shading groups. Here is a list of the materials affected:
mib_glossy_reflection
mib_glossy_refraction
builtin_bsdf_architectural
builtin_bsdf_architectural_comp
builtin_bsdf_ashikhmin
builtin_bsdf_carpaint
builtin_bsdf_lambert
builtin_bsdf_mirror
builtin_bsdf_phong
path_material
mib_illum_lambert
mib_illum_phong
mib_illum_blinn
mib_illum_cooktorr
mib_illum_ward
mib_illum_ward_deriv
path_material
transmat
dgs_material
dielectric_material
To work around this issue, download the attached “mentalrayCustomNodeClass.mel” file and copy it into mentalrayForMaya2014/scripts. This will revert the mental ray material classifications to their Maya 2013-state.
Download MentalrayCustomNodeClass

-------------------------------------------------------------------------------------------------

mental ray Legacy Materials in Maya 2014
you can also enable the Production Shaders directly inside of Maya using a MEL command:
optionVar -intValue "MIP_SHD_EXPOSE" 1;


Maya 2009 production shader 调用方法
在Script Editor 里面敲入 optionVar -iv “MIP_SHD_EXPOSE” 1
重启Maya打开hypershade就能看到新shader啦。


Maya 2008 Mentalray 隐藏shader (production shader) 调用方法

Autodesk 给Maya内部集成了一些mentalray的production shader 但是由于没有经过全方位的测试,还没有正式公布出来不过大家可以通过修改maya文件把这些东西调用出来。这些shader的主要用途方便cg与实拍更有效的结合,加速生产流程。这些shader已有很详细的官方文档 。


Maya 2008 production shader 调用方法 打开文件:../scripts/others/mentalrayCustomNodeClass.mel

找到

// Internal MentalRay Nodes. Not meant to be used with Maya.          
if ($nodeType == "misss_physical_phen"  ||             
 $nodeType == "mip_rayswitch" ||             
 $nodeType == "mip_rayswitch_advanced" ||             
 $nodeType == "mip_rayswitch_environment" ||             
 $nodeType == "mip_card_opacity" ||             
 $nodeType == "mip_motionblur" ||             
 $nodeType == "mip_matteshadow" ||             
 $nodeType == "mip_cameramap" ||             
 $nodeType == "mip_mirrorball" ||             
 $nodeType == "mip_grayball" ||             
 $nodeType == "mip_gamma_gain" ||             
 $nodeType == "mip_render_subset" ||             
 $nodeType == "mip_matteshadow_mtl" ||                 
 $nodeType == "surfaceSampler" ||                 
 $nodeType == "mip_motion_vector")                  
 return "rendernode/mentalray/internal";          
 return ""; }

改成

// Internal MentalRay Nodes. Not meant to be used with Maya. 
// So? Should poor Maya users use 3dsmax? C'mon... ;) 
  
if ($nodeType == "misss_physical_phen"  ||               
 $nodeType == "mip_card_opacity" ||                   
 $nodeType == "mip_matteshadow" ||               
 $nodeType == "mip_matteshadow_mtl" ||      
 $nodeType == "surfaceSampler") 
return "rendernode/mentalray/material"; 
return "";}     
 
if ($nodeType == "mip_rayswitch" ||                   
 $nodeType == "mip_rayswitch_advanced" ||          
 $nodeType == "mip_cameramap" ||          
 $nodeType == "mip_mirrorball" ||         
 $nodeType == "mip_grayball") 
return "rendernode/mentalray/texture"; 
return "";} 
   
if ($nodeType == "mip_rayswitch_environment") 
return "rendernode/mentalray/environment"; 
return "";}     

if ($nodeType == "mip_motionblur" ||      
 $nodeType == "mip_motion_vector") 
return "rendernode/mentalray/output"; 
return "";}   

if ($nodeType == "mip_gamma_gain" ||      
 $nodeType == "mip_render_subset") 
return "rendernode/mentalray/lens"; 
return "";}



沒有留言:

張貼留言

隨機文章