Ptex -mental ray 3.12- softimage 2015-help-Environment Variables

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xsisoft
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Joined: 01 Nov 2018, 11:13

Ptex -mental ray 3.12- softimage 2015-help-Environment Variables

Post by xsisoft » 13 Apr 2020, 17:41

Ptex -mental ray 3.12- softimage 2015

OS windows7x64 sp1 eng

who can help
how to render Ptex in softimage 2015 -mental ray 3.12

inf doc
http://docs.autodesk.com/MENTALRAY/2015 ... -ray-help/
https://help.autodesk.com/cloudhelp/201 ... notes.html


-------------------------------------------------- ------------------------------------------------
I'll start with the results of my search for a solution

RESULTS
-----------------------------------------------------------------------
you just need to register
registry "{_MI_REG_CCMESH_PTEX}" value "on" end registry

but there is no rayrc file (as in the example with maya)
(read more about this later)
--------------------------------------------------------------
one)
ray3rc
RAYLIB The initialization file. This file is read during the launch of RAYLIB before
# any mi stream is loaded. It provides proper mental ray initialization.
# and can accept a subset of shaders by default.

# *************************************************** **************************........
# This is an extension of this platform for DLL or DSO.
registry "{EXT}"
value "{$ XSI_EXT}"
end of registry

# This value is used by installed shaders (add-ons, etc.)
registry "{CPU}"
value "{$ XSI_CPU}"
end of registry

# This value is used by factory shaders, which can be highly optimized for
# each specific platform.
registry "{CPU_OPT}"
value "{$ XSI_CPU_OPT}"
end of registry

# This is the directory where factory shaders live
registry "{LIBS}"
value "{$ XSI_BINDIR} / {CPU_OPT}"
end of registry

2)
mrptex.mi
The shader needs additional information that needs to be included in
# render, or globally with a registry entry
# registry "{_MI_REG_CCMESH_PTEX}" value "on" end registry
# or to an object using the "bary" operator (a simple "bary" before
# end of ccmesh instruction).

(WHAT DOES IN VIDEO EXAMPLE WITH MAYA (read more about this later)

BUT HOW TO ACTIVATE IT FOR SOFTIMAGE
when there is no such file and girlfriend
(read more about this later)

= this is the solution !!!!
-------------------------------------------------- ------------------
in general the scribe how conveniently they implemented :-)
not left as in maya but remade
and to activate it
-the entry threshold is necessary- the knowledge of the programmer


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

"Yes, and the documentation for Softimage says that ptex is not supported."
http://docs.autodesk.com/SI/2015/ENU/#! ... 479166.htm
--------------------------------
held by mental ray

Ptex Support
Ptex is a file format and texture mapping library developed by Walt Disney Animation Studios that has been integrated into mental ray 3.10.0.1 and later.
= from here
https://help.autodesk.com/cloudhelp/201 ... notes.html

and there seems to be a solution
-help figure it out !!!
------------------------------------------
this is how it is made in maya

Rendering Ptex with Mudbox, Maya, and mental ray


tried = ok it works
-------------------------------------------
in softimage girlfriend
no file -rayrc (where to write the code) -see the video Rendering Ptex with Mudbox, Maya, and mental


... and there is a rayrc folder *****
Softimage2015 / Application / rayrc
BUT IT DOES NOT have the -rayrc file (where to write the code) (as in maya)

= IMPLEMENTED OTHER

I repeated in xsi as in maya
(-model from the mudbox lesson (and cards in PTEX format; -working (as maya test showed)

-Geometry-in Geometry Approximation -render level1) (in the lesson in May -for PTEX you need to create a subdiv-mental ray)

-connected geometry to the mila_material_x node

-connected to the mila_material_x node
node
mib_ptex_lookup
= connected the ptex (diffuse) file (from mudbox (and tested in Maya = works, render ok)
specifying absolute paths to the texture file

BUT DOWN LEFT IN cmd
writes that PTEX is not enabled


(what's in the lesson by maya
is done in the -rayrc file (where the code -activating PTEX in mental ray is written to)

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

the answers are around here
https://help.autodesk.com/cloudhelp/201 ... notes.html
(search - PTEX and answer options)

here is one of them
"" "Ptex shader DLL / .so and .mi file are renamed from ptex.dll / ptex.mi to mrptex.dll / mrptex.mi resp. In order to avoid possible DLL name conflict. In order to maintain compatibility with old scenes , ptex.mi file now forward includes to mrptex.mi. mental ray kernel's loaded recognizes an attempt to load tex.dllptex.dll and tries to load mrptex.dll instead. If mrptex.dll is not found, the ptex.dll is loaded .
For Ptex shader, always put single charnel texture values ??into the alpha channel, even if the channel is not marked as alpha in the ptex file.
For Alembic abcimport shader, fixed possible wrong motion transforms.
For layering material shaders:

Remove default parameter values ??from array of layers. Default for array elements are not supported by current mental ray version. Fixes possible fatal crashes.
For mila_bump_flakes shader, renamed "weight" output to "visibility" in order to avoid input / output parameter name conflict in OEM applications "" "


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

... but there is a rayrc folder ***** ((((CONTINUED)))))
Softimage2015 / Application / rayrc
BUT IT DOES NOT have the -rayrc file (where to write the code) (as in maya)

in folder
Softimage2015 / Application / phenolib / mi
there are files
ptex.mi (old name for Ptex shader)
mrptex.mi (new)

ptex.mi
It is written
http://docs.autodesk.com/MENTALRAY/2015 ... #base:ptex
http://docs.autodesk.com/MENTALRAY/2015 ... l#SECTION0
http://docs.autodesk.com/MENTALRAY/2015 ... -ray-help/


LRAY/2015 ... -ray-help/
#*****************************************************************************
# Copyright 1986, 2014 NVIDIA Corporation. All rights reserved.
#*****************************************************************************
#
# This is the old name for Ptex shader used for scenes from older versions.
# The new file header is included.

$ifndef "ptex_mi_included"
$include "mrptex.mi"
$endif

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# ************************************************* ****************************
# Copyright 1986, 2014 Korporatsiya NVIDIA. Vse prava zashchishcheny.
# ************************************************* ****************************
#
# Eto staroye imya dlya Ptex-sheydera, ispol'zuyemogo dlya stsen iz boleye starykh versiy.
# Novyy zagolovok fayla vklyuchen.

$ ifndef "ptex_mi_included"
$ include "mrptex.mi"
$ ENDIF


==============================================
=============================================

mrptex.mi (new)
Napisano
#*****************************************************************************
# Copyright 1986, 2014 NVIDIA Corporation. All rights reserved.
#*****************************************************************************
#
# ptex lookup shader
#
# filename: .ptx file
#
# width: scale factor for filter width
# blur: blur amount to add to filter width [0..1]
#
# filter_type:
# 0 point Point-sampled (no filtering)
# 1 bilinear Bi-linear interpolation
# 2 box Box filter
# 3 gaussian Gaussian filter
# 4 bicubic General bi-cubic filter (uses sharpness option)
# 5 bspline BSpline (equivalent to bi-cubic w/ sharpness=0)
# 6 catmullrom Catmull-Rom (equivalent to bi-cubic w/ sharpness=1)
# 7 mitchell Mitchell (equivalent to bi-cubic w/ sharpness=2/3)
#
# interpolate_level: Interpolate between mipmap levels
# filter_sharpness: for general bi-cubic filter only
#
# --
# The shader needs additional information which must be turned on in the
# renderer, either globally with the registry entry
# registry "{_MI_REG_CCMESH_PTEX}" value "on" end registry
# or per object using the "bary" statement (a simple "bary" before the
# end ccmesh statement).
#
# When not used in displacement mode, the shader in addition needs uv
# differential information. For secondary rays this must be enabled with the
# string option "ray differentials".
#
# face_index is the base face index of the source polygons. If the index is
# >= 0, the differential and bary parameters must be set (if differentials
# are not known, they must be zero). The bary parameters must be given for
# each vertex of the triangle hit, and refer to the barycentric position in
# the base face of the source polygons.
#
# shader result: for 1-dim textures, color rgba are set to the same lookup value.
# for 3-dim textures, color is set to lookup value. for 4-dim
# textures, result rgba is set. If a valid alpha channel is specified and for
# 1-dim textures, has_alpha is true and alpha is set to the lookup value.
#
.........



=============================
fayl ZDES' CHUT' BLIZHE KAK AKTEVIROVAT'
ray3rc


#*****************************************************************************
#
# RAYLIB Initialization file. This file is read at RAYLIB startup time before
# any mi stream is loaded in. It ensures mental ray is initialized correctly
# and can accept a subset of default shaders.
#
#*****************************************************************************
min version "2.0.21"
max version "3.9.99"

#*****************************************************************************
#
# Machine-specific initialization. Replace the following with the correct
# installation path and the correct library extension name.
#
#*****************************************************************************

# This is this platform's extension for DLLs or DSOs.
registry "{EXT}"
value "{$XSI_EXT}"
end registry

# This value is used by installed shaders (Addons, etc)
registry "{CPU}"
value "{$XSI_CPU}"
end registry

# This value is used by factory shaders that might be highly optimised for
# each specific platform.
registry "{CPU_OPT}"
value "{$XSI_CPU_OPT}"
end registry

# This is the directory for where the factory shaders live
registry "{LIBS}"
value "{$XSI_BINDIR}/{CPU_OPT}"
end registry




+++++++++++++++++++++++++++++++++++++++++++++++++++++++


---------------------------------------------------------
ITOGI
1)
ray3rc
RAYLIB Fayl initsializatsii. Etot fayl chitayetsya vo vremya zapuska RAYLIB pered
# lyuboy potok mi zagruzhen. On obespechivayet pravil'nuyu initsializatsiyu mental ray
# i mozhet prinimat' podmnozhestvo sheyderov po umolchaniyu.
2)
mrptex.mi
Sheyderu nuzhna dopolnitel'naya informatsiya, kotoruyu nuzhno vklyuchit' v
# render, libo global'no s zapis'yu reyestra
# registry "{_MI_REG_CCMESH_PTEX}" value "on" end registry
# ili na ob"yekt, ispol'zuya operator "bary" (prostoy "bary" pered
# konets instruktsii ccmesh).

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

LRAY / 2015 ... -ray-help /
# *************************************************** *****************************
# Copyright 1986, 2014 NVIDIA Corporation. All rights reserved.
# *************************************************** *****************************
#
# This is the old name for Ptex shader used for scenes from older versions.
# The new file header is included.

$ ifndef "ptex_mi_included"
$ include "mrptex.mi"
$ endif

++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++
# *************************************************** **************************........
# Copyright 1986, 2014 NVIDIA Corporation. All rights reserved.
# *************************************************** **************************........
#
# This is the old name for the Ptex shader used for scenes from older versions.
# A new file header is included.

$ ifndef "ptex_mi_included"
$ include "mrptex.mi"
$ ENDIF


================================================
===============================================

mrptex.mi (new)
It is written
# *************************************************** *****************************
# Copyright 1986, 2014 NVIDIA Corporation. All rights reserved.
# *************************************************** *****************************
#
# ptex lookup shader
#
# filename: .ptx file
#
# width: scale factor for filter width
# blur: blur amount to add to filter width [0..1]
#
# filter_type:
# 0 point Point-sampled (no filtering)
# 1 bilinear Bi-linear interpolation
# 2 box Box filter
# 3 gaussian gaussian filter
# 4 bicubic General bi-cubic filter (uses sharpness option)
# 5 bspline BSpline (equivalent to bi-cubic w / sharpness = 0)
# 6 catmullrom Catmull-Rom (equivalent to bi-cubic w / sharpness = 1)
# 7 mitchell Mitchell (equivalent to bi-cubic w / sharpness = 2/3)
#
# interpolate_level: Interpolate between mipmap levels
# filter_sharpness: for general bi-cubic filter only
#
# -
# The shader needs additional information which must be turned on in the
# renderer, either globally with the registry entry
# registry "{_MI_REG_CCMESH_PTEX}" value "on" end registry
# or per object using the "bary" statement (a simple "bary" before the
# end ccmesh statement).
#
# When not used in displacement mode, the shader in addition needs uv
# differential information. For secondary rays this must be enabled with the
# string option "ray differentials".
#
# face_index is the base face index of the source polygons. If the index is
#> = 0, the differential and bary parameters must be set (if differentials
# are not known, they must be zero). The bary parameters must be given for
# each vertex of the triangle hit, and refer to the barycentric position in
# the base face of the source polygons.
#
# shader result: for 1-dim textures, color rgba are set to the same lookup value.
# for 3-dim textures, color is set to lookup value. for 4-dim
# textures, result rgba is set. If a valid alpha channel is specified and for
# 1-dim textures, has_alpha is true and alpha is set to the lookup value.
#
.........



===============================
file HERE IS CLOSER HOW TO ACTIVATE
ray3rc


# ***************************************.... *****************************
#
# RAYLIB Initialization file. This file is read at RAYLIB startup time before
# any mi stream is loaded in. It ensures mental ray is initialized correctly
# and can accept a subset of default shaders.
#
# ***************************************.... *****************************
min version "2.0.21"
max version "3.9.99"

# ***************************************.... *****************************
#
# Machine-specific initialization. Replace the following with the correct
# installation path and the correct library extension name.
#
# ***************************************.... *****************************

# This is this platform's extension for DLLs or DSOs.
registry "{EXT}"
value "{$ XSI_EXT}"
end registry

# This value is used by installed shaders (Addons, etc)
registry "{CPU}"
value "{$ XSI_CPU}"
end registry

# This value is used by factory shaders that might be highly optimized for
# each specific platform.
registry "{CPU_OPT}"
value "{$ XSI_CPU_OPT}"
end registry

# This is the directory for where the factory shaders live
registry "{LIBS}"
value "{$ XSI_BINDIR} / {CPU_OPT}"
end registry




++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++

end of registry

-------------------------------------------------- -------
RESULTS
one)
ray3rc
RAYLIB The initialization file. This file is read during the launch of RAYLIB before
# any mi stream is loaded. It provides proper mental ray initialization.
# and can accept a subset of shaders by default.
2)
mrptex.mi
The shader needs additional information that needs to be included in
# render, or globally with a registry entry
# registry "{_MI_REG_CCMESH_PTEX}" value "on" end registry
# or to an object using the "bary" operator (a simple "bary" before
# end of ccmesh instruction).

--------------------------------
------------------------------------
in general the scribe how conveniently they implemented :-)
not left as in maya but remade
and to activate it
-the entry threshold is necessary- the knowledge of the programmer

---------------------------------
I tried different options - write code as in the example with Maya
-does not work
?!who can help?!


------------------------------------
you just need to register
registry "{_MI_REG_CCMESH_PTEX}" value "on" end registry

but there is no rayrc file (as in the example with maya)



=================================
Ptex shader DLL/.so and .mi file are renamed from ptex.dll/ptex.mi to mrptex.dll/mrptex.mi resp. in order to avoid possible DLL name conflict. In order to maintain compatibility with old scenes, ptex.mi file now forward includes to mrptex.mi. mental ray kernel's loaded recognizes an attempt to load tex.dllptex.dll and tries to load mrptex.dll instead. If mrptex.dll is not found, the ptex.dll is loaded.
For Ptex shader, always put single charnel texture values into the alpha channel, even if the channel is not marked as alpha in the ptex file.
For Alembic abcimport shader, fixed possible wrong motion transforms.
For layering material shaders:
Remove default parameter values from array of layers. Default for array elements are not supported by current mental ray version. Fixes possible fatal crashes.
For mila_bump_flakes shader, renamed "weight" output to "visibility" in order to avoid input/output parameter name conflict in OEM applications.
Last edited by xsisoft on 21 Apr 2020, 15:18, edited 3 times in total.

User avatar
Daniel Brassard
Posts: 878
Joined: 18 Mar 2010, 23:38
Location: St. Thomas, Ontario
Contact:

Re: Ptex -mental ray 3.12- softimage 2015_who can help

Post by Daniel Brassard » 17 Apr 2020, 07:10

I have not done it for a while (since 2013) so hope this help:

In Softimage 2015 R2 SP2:

- Check ptex.mi (old version) and mrptex.mi (newer version) is at location C:\Program Files\Autodesk\Softimage 2015 R2-SP2\Application\phenolib\mi or where the softimage application is located on your system.
- Check mrptex.dll is at location c:\Program Files\Autodesk\Softimage 2015 R2-SP2\Application\bin\nt-x86-64

Edit your ray3rc file as follows:

a. Go into "C:\Program Files\Autodesk\Softimage 2013\Application\rsrc"
b. Backup and save a copy of the “ray3rc” file in case.
c. Make the ray3rc file editable (by default the file is read only)
d. Open ray3rc with your favorite text editor (I use notepad ++)
e. Insert the following instruction at the end of the file:
registry “{_MI_REG_CCMESH_PTEX}”
value “on”
end registry
f. Save the ray3rc file and make it read only again

Open Softimage
Test PTEX as follows:
a. Download bunny file from PTex.us site
b. Import the bunny.obj into a new scene
c. Make the bunny a ccmesh (Catmull-Clark Mesh) subdivision approximation
Create > Poly. Mesh > Subdivision
Rule > Catmull-Clark
d. Select the subdivision Bunny and Open the render tree (7)
e. Drag and drog the mib_ptex_lookup node to the render tree and hook it to the phong ambient port
f. Open the mib_ptex_lookup and connect the ptex texture file in the filename field

7. Render (render region (Q) or render preview)
8. If you have mudbox with ptex support, test the process with a Mudbox file.

Let me know if that work. Good luck.

Dan
$ifndef "Softimage"
set "Softimage" "true"
$endif

xsisoft
Posts: 152
Joined: 01 Nov 2018, 11:13

Re: Ptex -mental ray 3.12- softimage 2015_who can help

Post by xsisoft » 17 Apr 2020, 20:58

Thank you so much Dan!
two news

1

Edit your ray3rc file as follows:

a. Go into "C:\Program Files\Autodesk\Softimage 2013\Application\rsrc"
b. Backup and save a copy of the “ray3rc” file in case.
c. Make the ray3rc file editable (by default the file is read only)
d. Open ray3rc with your favorite text editor (I use notepad ++)
e. Insert the following instruction at the end of the file:
registry “{_MI_REG_CCMESH_с}”
value “on”
end registry
f. Save the ray3rc file and make it read only again
----------------------------------------------------------
before
tried to edit ray3rc file
but left the code all in one line - as in the example with May (-not worked in softimage)
---------------------------------------------------------
work
====
registry “{_MI_REG_CCMESH_с}”
value “on”
end registry

2

texture PTEX displayed
but black and white
and still in cmd writes that PTEX is not included
--------------------------------------------
probably it's all about environment variables

---------------------------
Dan!
thanks for the help!!!

xsisoft
Posts: 152
Joined: 01 Nov 2018, 11:13

Re: Ptex -mental ray 3.12- softimage 2015_who can help

Post by xsisoft » 18 Apr 2020, 16:19

https://help.autodesk.com/cloudhelp/201 ... notes.html

Shader changes:

Ptex shader DLL/.so and .mi file are renamed from ptex.dll/ptex.mi to mrptex.dll/mrptex.mi resp. in order to avoid possible DLL name conflict. In order to maintain compatibility with old scenes, ptex.mi file now forward includes to mrptex.mi. mental ray kernel's loaded recognizes an attempt to load tex.dllptex.dll and tries to load mrptex.dll instead. If mrptex.dll is not found, the ptex.dll is loaded.
For Ptex shader, always put single charnel texture values into the alpha channel, even if the channel is not marked as alpha in the ptex file.
For Alembic abcimport shader, fixed possible wrong motion transforms.
For layering material shaders:
Remove default parameter values from array of layers. Default for array elements are not supported by current mental ray version. Fixes possible fatal crashes.
For mila_bump_flakes shader, renamed "weight" output to "visibility" in order to avoid input/output parameter name conflict in OEM applications.

xsisoft
Posts: 152
Joined: 01 Nov 2018, 11:13

Re: Ptex -mental ray 3.12- softimage 2015_who can help

Post by xsisoft » 19 Apr 2020, 00:08

-----------------------------------------------------
probably it's all about environment variables

=========
it is necessary to register environment variables
------------------------------------------------------
Note The standard rayrc startup configuration file for standalone mental ray may not be found if the environment variable MI_ROOT is undefined.

http://docs.autodesk.com/MENTALRAY/2015 ... html#rayrc

User avatar
Daniel Brassard
Posts: 878
Joined: 18 Mar 2010, 23:38
Location: St. Thomas, Ontario
Contact:

Re: Ptex -mental ray 3.12- softimage 2015_who can help

Post by Daniel Brassard » 20 Apr 2020, 21:19

Correct, its all about the environment variable. For test, I commented the ptex registry modification and got the same warning:

Warning object "polymesh/polygon mesh (4)". ptex information not available, must be turned on.

This make me thing the ray3rc file modification is being ignored.

anybody have an idea what to do, is welcome to chime in.
Attachments
Ptex_test.JPG
$ifndef "Softimage"
set "Softimage" "true"
$endif

User avatar
Daniel Brassard
Posts: 878
Joined: 18 Mar 2010, 23:38
Location: St. Thomas, Ontario
Contact:

Re: Ptex -mental ray 3.12- softimage 2015_who can help

Post by Daniel Brassard » 20 Apr 2020, 21:23

PTEX ray3rc file modification

Code: Select all

#*****************************************************************************
#
# RAYLIB Initialization file. This file is read at RAYLIB startup time before
# any mi stream is loaded in. It ensures mental ray is initialized correctly
# and can accept a subset of default shaders.
#
#*****************************************************************************
min version "2.0.21"
max version "3.9.99"

#*****************************************************************************
#
# Machine-specific initialization. Replace the following with the correct
# installation path and the correct library extension name.
#
#*****************************************************************************

# This is this platform's extension for DLLs or DSOs.
registry "{EXT}"
	value "{$XSI_EXT}"
end registry

# This value is used by installed shaders (Addons, etc)
registry "{CPU}"
	value "{$XSI_CPU}"
end registry

# This value is used by factory shaders that might be highly optimised for 
# each specific platform.
registry "{CPU_OPT}"
	value "{$XSI_CPU_OPT}"
end registry

# This is the directory for where the factory shaders live
registry "{LIBS}"
	value "{$XSI_BINDIR}/{CPU_OPT}"
end registry

# This value is used to activate the PTEX support in Softimage
registry "{_MI_REG_CCMESH_PTEX}"
	value "on"
end registry

$ifndef "Softimage"
set "Softimage" "true"
$endif

xsisoft
Posts: 152
Joined: 01 Nov 2018, 11:13

Re: Ptex -mental ray 3.12- softimage 2015_who can help

Post by xsisoft » 21 Apr 2020, 15:17

Setting Environment Variables in Windows 7/8/8.1/10


https://en.wikipedia.org/wiki/Environment_variable


it is necessary to register environment variables
------------------------------------------------------
Note The standard rayrc startup configuration file for standalone mental ray may not be found if the environment variable MI_ROOT is undefined.
http://docs.autodesk.com/MENTALRAY/2015 ... html#rayrc


who can help ?!

xsisoft
Posts: 152
Joined: 01 Nov 2018, 11:13

Re: Ptex -mental ray 3.12- softimage 2015-help-Environment Variables

Post by xsisoft » 21 Apr 2020, 15:26

model for test
http://ptex.us/samples.html

Meet The Experts: Freedom from UV's, Ptex Painting in Mudbox 2014



render support --PRman--mental ray-- Vray --arnold(not offical)

-sculpt-texturs -support --3dcoat--mudbox --mari

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Daniel Brassard
Posts: 878
Joined: 18 Mar 2010, 23:38
Location: St. Thomas, Ontario
Contact:

Re: Ptex -mental ray 3.12- softimage 2015-help-Environment Variables

Post by Daniel Brassard » 21 Apr 2020, 23:42

There are several version of Mental Ray that you have to be aware of:

- Mental Ray for specific DCC applications such as Softimage, Maya, 3DMax, C4D, etc.
- Mental Ray satellite
- Mental Ray standalone.

The standalone version is not the same as the one that came with Softimage.

Mental Ray satellite and standalone has been available to Maya 2018 and 3DMax 2018 for a while now. You can download it from here:

https://blog.mentalray.com/2019/08/01/n ... tandalone/

There is also version for 2017 and 2016 as well from here:

https://blog.mentalray.com/tag/download/
$ifndef "Softimage"
set "Softimage" "true"
$endif

xsisoft
Posts: 152
Joined: 01 Nov 2018, 11:13

Re: Ptex -mental ray 3.12- softimage 2015-help-Environment Variables

Post by xsisoft » 22 Apr 2020, 00:09

mental ray -EOL -last version 3.14 for maya2018 and standalon

------------------------------------------------------------
So what ?
who can help ?
Environment Variables ?

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