userIbl shader from mr 3.10

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mattmos
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Re: userIbl shader from mr 3.10

Post by mattmos » 07 May 2012, 21:35

Nice work!

Can you get the dll by installing maya 2013 in trial mode?

And does the shader give consistent results for animated scenes?

Cheers!

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Maximus
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Re: userIbl shader from mr 3.10

Post by Maximus » 07 May 2012, 22:09

mattmos wrote:Nice work!

Can you get the dll by installing maya 2013 in trial mode?

And does the shader give consistent results for animated scenes?

Cheers!
Yes its what i did, downloaded trial, installed, copied .dll > uninstall

Regarding animation i dont know cause i dont animate that much but being bruteforce importance sampling i guess you wouldnt have that much problems, might wait for someone who tested it further. So far i'm havin really great results with no blotches on GI wich is a dream coming true.

Saturn
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Re: userIbl shader from mr 3.10

Post by Saturn » 07 May 2012, 23:38

it is fine for animation. Worse case scenario you will have noise/grain if you undersample it.
To be use with unified sampling.

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Hirazi Blue
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Re: userIbl shader from mr 3.10

Post by Hirazi Blue » 08 May 2012, 10:04

Slightly OT:
So now I am wondering if the new mr 3.10 Ptex stuff could be "unlocked"
as "easily" as this as well (using Maya/Max dlls, I mean) or not...
:-\
Stay safe, sane & healthy!

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Mathaeus
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Re: userIbl shader from mr 3.10

Post by Mathaeus » 08 May 2012, 14:00

Hirazi Blue wrote:Slightly OT:
So now I am wondering if the new mr 3.10 Ptex stuff could be "unlocked"
as "easily" as this as well (using Maya/Max dlls, I mean) or not...
:-\
afaik, 3d app should support it too, it's not only about renderer. Only Maya has 'native' support, for now. In Max, 3rd party image loaders, or small utility plugins, are usual. Once they are installed together with 3rd party renderer or something like, it's possible to use them for other purposes - including potential conflicts. That is, Vray for Max, most likely, installs additional piece of code, just to enable pTex.

Didn't sow anything like that for SI, yet.

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ActionArt
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Re: userIbl shader from mr 3.10

Post by ActionArt » 08 May 2012, 15:44

Very interesting. It's just so infuriating that something that literally take minutes to implement hasn't been part of SI for years since it's release. Hopefully the new team takes note and does something about this.

Is there anywhere to get the dll without messing around with the Maya trial?

Saturn
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Re: userIbl shader from mr 3.10

Post by Saturn » 08 May 2012, 21:32

Hirazi Blue wrote:Slightly OT:
So now I am wondering if the new mr 3.10 Ptex stuff could be "unlocked"
as "easily" as this as well (using Maya/Max dlls, I mean) or not...
:-\
Doing the spdl and copy the dll across have been done. But for some reason I could see the node once installed.
Something is probably missing somewhere.
but I could copy the spdl over here and let someone else to dig it. I don't have much time to figure out what is wrong.

Code: Select all

# SPDL Generated by Softimage Shader Wizard
SPDL
Version = "2.0.0.0";
Reference = "{6B72FF8A-333D-43D3-995A-0A43C2A2CF86}";
PropertySet "mib_ptex_lookup_pset"
{
	Parameter "out" output
	{
		GUID = "{CECA2270-177A-4032-A932-9C06E2E6250E}";
		Type = color;
	}
	Parameter "filename" input
	{
		GUID = "{0EF48CFE-8E59-429D-A27A-32CDEB461F15}";
		Type = string;
		Value = "";
	}
	Parameter "width" input
	{
		GUID = "{02C6DEB0-F4C2-46C9-967E-596D70D7AD62}";
		Type = scalar;
		Value = 1.0;
	}
	Parameter "blur" input
	{
		GUID = "{C6505413-F73F-4DAE-B427-8C0ECFB3D5B0}";
		Type = scalar;
		Value = 0.0;
	}
	Parameter "filtertype" input
	{
		GUID = "{7918BDD2-4C72-438A-9852-48210F80DDF5}";
		Type = integer;
		Value = 4;
		Value Maximum = 7;
	}
	Parameter "interpolate_level" input
	{
		GUID = "{56AB051F-E3C9-45C6-91A2-437877EED09B}";
		Type = boolean;
		Value = off;
	}
	Parameter "filter_sharpness" input
	{
		GUID = "{8D2A032E-2FF0-4825-9825-93D47B7ECBF0}";
		Type = scalar;
		Value = 1.0;
	}
}

MetaShader "mib_ptex_lookup_meta"
{
	Name = "My New Shader";
	Type = texture;
	Renderer "mental ray"
	{
		Name = "mib_ptex_lookup";
		FileName = "ptex";
		Options
		{
			"version" = 1;
		}
	}
}

Defaults
{
	filename
	{
		Name = "filename";
	}
	width
	{
		Name = "width";
	}
	blur
	{
		Name = "blur";
	}
	filtertype
	{
		Name = "filtertype";
	}
	interpolate_level
	{
		Name = "interpolate_level";
	}
	filter_sharpness
	{
		Name = "filter_sharpness";
	}
}

Layout "Default"
{
	filename;
	width;
	blur;
	filtertype;
	interpolate_level;
	filter_sharpness;
}

Plugin = Shader
{
	FileName = "ptex";
}

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Hirazi Blue
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Re: userIbl shader from mr 3.10

Post by Hirazi Blue » 08 May 2012, 22:43

@Mathaeus & @Saturn
Thanks, I already was afraid it would turn out more complicated than just the dll-switch.
Would obviously still be very interested in hearing from anyone
who is able to get this to work somehow...
:(
Stay safe, sane & healthy!

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Mathaeus
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Re: userIbl shader from mr 3.10

Post by Mathaeus » 09 May 2012, 00:57

Hirazi Blue wrote:@Mathaeus & @Saturn
Thanks, I already was afraid it would turn out more complicated than just the dll-switch.
Would obviously still be very interested in hearing from anyone
who is able to get this to work somehow...
:(
from my understanding, requirements are :
1: 'per face' UV mapping
2: 'per face' assignment of texture that match the order in ptex file, because each piece spreads from 0 to 1 of UV space
3: image loader

theoretically, 3 has some chance, maybe it's possible to type the path manually, SI won't display texture of unknown format, but there is a chance MR will 'understand'

for 1 and especially 2, I have no idea.

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Maximus
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Re: userIbl shader from mr 3.10

Post by Maximus » 09 May 2012, 01:56

I didnt manage to get this shader working, it seems mostly some error in the shader declaration, Softimage gives me error that couldnt find shader library, have no idea how to fix this.
Reading on the forums i saw that even in maya is kinda tricky to activate, you have to play with the system environment variables.

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Daniel Brassard
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Re: userIbl shader from mr 3.10

Post by Daniel Brassard » 10 May 2012, 04:02

I've been trying to download the Maya trial all night, the AD downloader is just messed up.

I got that same message, but I don't have the shader mib_ptex_lookup. If I could get the dll shader, I'd be able to test it, the spdl and mi file is ready for testing!

Anybody compiled the newest PTEX API for 32 bit Window?
$ifndef "Softimage"
set "Softimage" "true"
$endif

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Maximus
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Re: userIbl shader from mr 3.10

Post by Maximus » 10 May 2012, 04:12

those are the 2 dlls for ptex and useribl.

x64bit only, i dont have 32bit.
Attachments
Mr3.10.rar
(239 KiB) Downloaded 224 times

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Daniel Brassard
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Re: userIbl shader from mr 3.10

Post by Daniel Brassard » 10 May 2012, 04:14

Thanks Maximus, I'll try my end see what comes up and let you know.
$ifndef "Softimage"
set "Softimage" "true"
$endif

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Daniel Brassard
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Re: userIbl shader from mr 3.10

Post by Daniel Brassard » 10 May 2012, 06:40

Maximus,

How do you determine that PTEX is working. I installed the ptex.dll, ptex.mi and mib_ptex_lookup.spdl using the plugin manager. Then tested the scene with the bunny test from the PTEX website and got no errors. Does it mean I have it working.

See attached result!
Attachments
PTEX_Bunny.jpg
Last edited by Daniel Brassard on 10 May 2012, 14:12, edited 1 time in total.
$ifndef "Softimage"
set "Softimage" "true"
$endif

Saturn
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Re: userIbl shader from mr 3.10

Post by Saturn » 10 May 2012, 10:08

I can't see any texture on your bunny.
So I guess it doesn't work

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Daniel Brassard
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Re: userIbl shader from mr 3.10

Post by Daniel Brassard » 10 May 2012, 14:09

The next step is to turn on ccmesh_ptex in mental ray for Softimage.

This is how the Maya people do it:
Since AD hasn't integrated this process, I thought I would give you all a heads up on how to use PTex textures in Maya 2013:

Set PTex registry value for mental ray for Maya:

Create/edit file maya.rayrc in the user Maya directory 2013/prefs/ (or 2013-x64/prefs/ or /Maya2013/mentalray/) and add the new registry setting below.

Example (Maya2013 64bit on Windows Vista/7):
Edit the file:
C:\Program Files\Autodesk\Maya2013-x64\prefs\maya.rayrc

add the following line:
registry "{_MI_REG_CCMESH_PTEX}" value "on" end registry
Now to find out how it is done in Softimage so that the texture can be rendered.

From the MR Manual:
In order to enable Ptex per-face assignment the ccmesh surfaces need to carry additional data when computed. This can be enabled globally using a registry key, or per object with a new optional bary attribute.
The Maya people do it globally using the registry key, but is it the best way to do it if only one ore two object in your scene have a ptex texture?

more info in the manual at:
http://docs.autodesk.com/MENTALRAY/2013 ... ml#mi:bary

Global or per object ..... what to do.... :-?
$ifndef "Softimage"
set "Softimage" "true"
$endif

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