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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 07 May 2012, 21:35 
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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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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 07 May 2012, 22:09 
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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.


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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 07 May 2012, 23:38 
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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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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 08 May 2012, 10:04 
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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...
:-\

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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 08 May 2012, 14:00 
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Location: Zagreb, Croatia
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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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 08 May 2012, 15:44 
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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?

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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 08 May 2012, 21:32 
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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:
# 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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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 08 May 2012, 22:43 
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@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...
:(

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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 09 May 2012, 00:57 
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Joined: 08 Jun 2009, 21:11
Posts: 687
Location: Zagreb, Croatia
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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 Post subject: Re: userIbl shader from mr 3.10
PostPosted: 09 May 2012, 01:56 
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Joined: 09 Jun 2009, 15:45
Posts: 812
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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