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.