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 Post subject: Converting .spdl to .mi
PostPosted: 12 Jun 2012, 12:57 
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Hey guys, i was wondering if it was possible to convert a .spdl shader to .mi to use in Maya.
I have a Subsurface shader wich is made from a .dll and a .spdl file installed in softimage and working fine, i was thinking to copy the .dll into maya but i need a .mi file so it can work there.

anyone knows how to do this? I took a quick look at the shader wizard but it produces mostly .spdl files. I was wondering how to convert this .spdl into a .mi

Thank you


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 Post subject: Re: Converting .spdl to .mi
PostPosted: 12 Jun 2012, 13:08 
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spdl is not a mi shader or a shader in general. its xsi specific to tell xsi what it has to do with the dll and/or what shader it has to call.

if you have a dll then you would need to know to which shaders it points. then it should be possible to call this shader in maya thru their string options system.
but i think its a good question for the mi forum.


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 Post subject: Re: Converting .spdl to .mi
PostPosted: 13 Jun 2012, 03:52 
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Location: St. Thomas, Ontario
Is the spdl mostly parameters or are there any script in it? If they are mainly parameters, yes it can be done.

Example compare the spdl file of the userIBL and the mi file and you will get very quickly how they compare.

Can you share the spdl (or is it native to Softimage)?

Dan

P.S

for more info on the mi file check the mental ray manual on your softimage installation, ther is some good stuff inside

C:\Program Files\Autodesk\Softimage 2013\Doc\mental_ray\manual\node60.html

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set "Softimage" "true"
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 Post subject: Re: Converting .spdl to .mi
PostPosted: 13 Jun 2012, 07:31 
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i'm just tryin to convert this shader

http://animus.brinkster.net/downloads/Diffusion.zip

into a .mi so it can be used in maya, ineed the x64 bit

Its the Diffusion from Daniel Rind

thanks for help


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 Post subject: Re: Converting .spdl to .mi
PostPosted: 13 Jun 2012, 11:01 
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Location: Zagreb, Croatia
Maximus wrote:
i'm just tryin to convert this shader

http://animus.brinkster.net/downloads/Diffusion.zip

into a .mi so it can be used in maya, ineed the x64 bit

Its the Diffusion from Daniel Rind

thanks for help


Daniel Rind's shaders already are converted to... everything, long time ago. You can find a lot of "mi" definitions at
max plugins.de, under "Mental Ray shaders" . Even if it doesn't work automatically, you'll be closer to workable shader in, let's say, Maya.


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 Post subject: Re: Converting .spdl to .mi
PostPosted: 13 Jun 2012, 11:37 
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Silly question, no doubt, but does the mi-file of a shader have to change, when the dll is ported to x64?
If not this attachment over at the CGTalk (login required, don't forget to go to a CGTalk page afterwards to log out again as this doesn't redirect you) contains a mi file for Maya...
And the x64 dlls were of course once done by Ben Rogall, you can download them from here
;)

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 Post subject: Re: Converting .spdl to .mi
PostPosted: 13 Jun 2012, 18:05 
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Mathaeus wrote:
Maximus wrote:
i'm just tryin to convert this shader

http://animus.brinkster.net/downloads/Diffusion.zip

into a .mi so it can be used in maya, ineed the x64 bit

Its the Diffusion from Daniel Rind

thanks for help


Daniel Rind's shaders already are converted to... everything, long time ago. You can find a lot of "mi" definitions at
max plugins.de, under "Mental Ray shaders" . Even if it doesn't work automatically, you'll be closer to workable shader in, let's say, Maya.



Thanks a lot, that worked :D


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 Post subject: Re: Converting .spdl to .mi
PostPosted: 13 Jun 2012, 21:20 
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Location: St. Thomas, Ontario
I see that you got it working. Did you have to modify the mi file much or did it work as is, gui declaration and all?

I did make the mi file until I saw you had it working using one from another website!

Here what I had!

Code:
#----------------------------------------------------------------------------
#
# Daniel Rind's Diffusion Mental Ray shader MI declarations
#
#----------------------------------------------------------------------------

$ifndef "Diffusion"
set "Diffusion" "true"

   declare shader
      color "Diffusion" (
         color "surface"          default 0.9 0.8 0.7,
         color "absorption"          default 0.6 0.2 0.1,
         scalar "diffusion"          default 0.1,
         scalar "intensity"          default 1.0,
         integer "samples"          default 8,
         scalar "direct"          default 0.5,
         scalar "indirect"          default 0.5,
         boolean "textured_scatter"    default off,
         scalar "scatter"          default 1.0 1.0 1.0,
         boolean "use_irradiance"    default false,
         color "radiance"          default 0.7 0.7 0.7,
         integer "area_samples"       default 0,
         color "illum"             default 0.0 0.0 0.0,
         scalar "illum_amount"       default 0.5,
         scalar "spread"          default 1.0,
         scalar "IOR"             default 1.5,
         scalar "refractiveness"    default 0.0,
         array light "lights"
      )
      version 1
      apply material
   end declare
   
$endif

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set "Softimage" "true"
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 Post subject: Re: Converting .spdl to .mi
PostPosted: 14 Jun 2012, 02:44 
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Joined: 09 Jun 2009, 15:45
Posts: 812
Daniel Brassard wrote:
I see that you got it working. Did you have to modify the mi file much or did it work as is, gui declaration and all?

I did make the mi file until I saw you had it working using one from another website!

Here what I had!

Code:
#----------------------------------------------------------------------------
#
# Daniel Rind's Diffusion Mental Ray shader MI declarations
#
#----------------------------------------------------------------------------

$ifndef "Diffusion"
set "Diffusion" "true"

   declare shader
      color "Diffusion" (
         color "surface"          default 0.9 0.8 0.7,
         color "absorption"          default 0.6 0.2 0.1,
         scalar "diffusion"          default 0.1,
         scalar "intensity"          default 1.0,
         integer "samples"          default 8,
         scalar "direct"          default 0.5,
         scalar "indirect"          default 0.5,
         boolean "textured_scatter"    default off,
         scalar "scatter"          default 1.0 1.0 1.0,
         boolean "use_irradiance"    default false,
         color "radiance"          default 0.7 0.7 0.7,
         integer "area_samples"       default 0,
         color "illum"             default 0.0 0.0 0.0,
         scalar "illum_amount"       default 0.5,
         scalar "spread"          default 1.0,
         scalar "IOR"             default 1.5,
         scalar "refractiveness"    default 0.0,
         array light "lights"
      )
      version 1
      apply material
   end declare
   
$endif


Nope i just downloaded the 3ds max include file, and copy pasted the .mi from there, using the .dll and it worked.
Lots of shaders work in the 3 packages having the .mi and the .dll if you're lucky :)


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 Post subject: Re: Converting .spdl to .mi
PostPosted: 14 Jun 2012, 09:18 
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Posts: 3203
Well, I guess that (and more importantly checking it elsewhere) answers my "silly question" 8-} :
mi files are the same for x32 & x64... #:-s

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