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  1. Helpful data to include in your posts
  2. sss for xsi
  3. Problem Dielectric Material....
  4. Suggested Reading Material
  5. Help me with a conversion
  6. Output shader
  7. first bounce
  8. lightmap question
  9. Using fresnel reflection
  10. First shader, problem: mi_query()
  11. mrclasses Linux
  12. framebuffer access
  13. Frustum Culling
  14. to create additional images
  15. Lens Shaders
  16. mi_img_open()
  17. Detect Raytrace depth
  18. raytracing and displacement shaders
  19. on-demand geometry
  20. Blinn and Fresnel
  21. Visual C++ .net
  22. system variables
  23. Those tricky arrays....
  24. tracing multiple rays -- state variables
  25. transformation matrix
  26. displacement mapping
  27. Volume shaders and ray casting...
  28. light mapping
  29. Compiling a MR shader.
  30. need help calling a light shader
  31. Light with mr phenomena
  32. buffer from geometry shader
  33. geo shader position
  34. Frame stamp shader for xsi
  35. translate ray orgin
  36. Compiling for OSX
  37. Hair Geometry Shaders and "samples x x"
  38. Component ordering in miMatrix
  39. Compiling using Free Visual C++ Toolkit
  40. Shader not seen in Maya..
  41. light tag from instance
  42. bump conversion problem......
  43. geometry shaders and multiple materials
  44. extracting lightmaps for game use
  45. Cross application shader declaration tips
  46. Ghost Shader!!
  47. help me , what is wrong with my codes ?
  48. retrieve Instance from Object
  49. BUMP MAP in Mental Ray, how to make it work
  50. Reading mesh information from a light shader
  51. Editing Instance with Geometry Shader
  52. Another question for MR Shader compiling in VS2003
  53. Photon direction?
  54. retrieving light energy?
  55. problem when using Visual Studio 2005 !!!!!
  56. building shaders with Visual C++ Express Edition - HOW?
  57. shader_init
  58. GeoShader and shadows
  59. Geoshader placeholder and memory
  60. Cross compilation linux/windows
  61. Beginner Bump and Texture Projection question
  62. Evaluate shader for every frame
  63. faces
  64. colored shadows
  65. simple polygon UV coords
  66. free memory
  67. Sampling global illumination
  68. placeholders and geometry type
  69. geoshader and maya light linker
  70. mib_photon_basic . . how to?
  71. Frustrated Compiling MR Shaders for Windows ... Need help.
  72. Material from geometry shader
  73. how to translate a .so file into an ascii
  74. distance from camera
  75. transparency aware
  76. using a ramp for transparency of a hairshader?
  77. light origin
  78. geometry shader - how to create shader
  79. error with materials
  80. hot to adding output shader to the current cam?
  81. Lightning even if dot_nl < 0 and raytraced shadows
  82. linking multiple objects
  83. materials question
  84. occlusion shader
  85. GeoShader as light
  86. getting started. visual c++, windows, maya
  87. Why is miBoolean an integer?
  88. dont calculate shadows
  89. state init/exit modes
  90. help reading in and copying using miMatrix
  91. another shadow question
  92. compiling bumpCombiner
  93. anisotropic reflection
  94. A little assistance please, c code.
  95. Easiest way to add bump from tangent space normal map
  96. Mental Ray shader strings in Massive
  97. Accessing Polygon Vertex Colour Data
  98. Vc++ 2003 bat file
  99. Reading a attribute frome maya
  100. mi_sample_light returning -1 light samples
  101. Mray Contour _Contrast shader in Maya 7.0
  102. RGB Diffuse and Shadow shader
  103. Obtaining All Instances Geometry during Rendering?
  104. Help Getting installed Shaders
  105. Bump Math
  106. Geo- and output-shader in a phenomenon
  107. Demand Loaded objects
  108. how to query "emit specular on /off"
  109. mental ray system coordinates
  110. slight mia_physicalsun problem
  111. Effects on Images...
  112. Object Options-Shader
  113. photon emitter from object light
  114. Compiling Maya .DLL's fro Mental Mill C++ files
  115. Basic understanding of MR shader.
  116. get light color
  117. ramp based phenomenon
  118. Compiling on Windows with MS VC Express 2008 and mr 3.6+
  119. How to access light information?
  120. Transparent shader
  121. Where to find MR-API Reference? ---- PLEASE HELP
  122. How to test for self hitting??
  123. miPoint in Output shader ?
  124. Format of focal length ?
  125. Geometry Shader
  126. problem compiling in MS c++ express 2005
  127. numbered framebuffers
  128. Platform SDK and shader.lib
  129. mental ray standalone documentation?
  130. Texture coordinate offsets and tangent space
  131. state->child and texture coordinates
  132. 3dsMax Material Translation to Mental Ray Phenomenon
  133. "mental ray connection" on other materials (skin?)
  134. shadow shader calls
  135. mi_sample_light & shadows
  136. problems with transmat and physics shaders
  137. Volume shader call
  138. I can not launch mental ray3.4 on my comp
  139. Problem with Custom Shader
  140. UVtoSPACE
  141. possible to modify global light list?
  142. how to access light name
  143. A simple question
  144. spectra based light shader
  145. Rendering Curves
  146. Problem with TexMap and 3dstudio
  147. set light direction/origin per point
  148. Problem with Phenomenon and Arrays
  149. mi_lightprofile_value help needed
  150. Linking source code directly instead of compiling dll
  151. Vector displacement & clipped geometry
  152. Initializing a lookup table
  153. lazy symbol binding failed
  154. image non-writable
  155. to look like maya blinn specular
  156. how to query emit diffuse(or specular) on/off
  157. Basic vector/color math operation.
  158. detect batch vs single render
  159. MetaSL with 3ds Max 2010
  160. implementing sss
  161. Some Questions about LightMap shaders and vertex colour
  162. Vector displace and color
  163. deconstructing C pointer code
  164. Glossy reflections defined by IOR?
  165. Loading METASL into 3DS MAX 10
  166. How can I get my shader to show up as a Material and not a Texmap
  167. reference shader
  168. Mia in Mental Ray for Maya 7
  169. With contour, can I render lines to hard edges?
  170. Using Geometry for Lens Shader Ray Start & Direction
  171. Version Changelog - incompatiblity ?
  172. Translucency (back side) shader help
  173. Memory issues with geometry shader
  174. mi displacement shader
  175. Glows?
  176. Edge detector shader?
  177. Fresnel function
  178. Reflection
  179. texture baking in MR
  180. API Index
  181. procedural bitmap texture loading
  182. mrClasses example code problems
  183. Register Mental Ray Shader to use for Maya color utility plugin
  184. access particle data from shader
  185. Question about mi_info
  186. miLabel useage
  187. How do I use mental ray's subdivDisplaySmoothness with the shave fur plugin
  188. Determine the type of shader we're running
  189. "3D Displacement" question...
  190. Maya 2010 background Help Needed
  191. gamma like shader seems not to apply to render passes in Maya
  192. "shader not found" message
  193. Compiling with Windows 7 Visual C++ 2010 Express
  194. Samplerinfo node and BRDF in mia.
  195. Someone check my node of shader. it too expensive.
  196. Custom shader attribute
  197. shader evaluation on specific frame
  198. How to use miTag as a string ( miTag of a char*)?
  199. how to make sample like this?
  200. Visual BSDF in Arch Shader ?
  201. Unified Sampling
  202. Question about dot products in Maya
  203. Getting Surface Normal from Sample?
  204. Multi-Pass Render from one Shader?
  205. color component only
  206. Speckles in custom shader
  207. misss_fast_shader_2x causes Maya to stop functionning at render
  208. lens shader - strange behaviour
  209. Geometry shader with a userdata input
  210. Maya Fluid render problem
  211. 3ds Max 2013 and MR Shaders, how to get them working?
  212. 3Ds Max Include File
  213. Custom Shaders and Batch Rendering (Maya)
  214. misss_fast_shader2 newbie
  215. Mental Ray Syntax Highlighters
  216. EXR or other deep raster
  217. Reflection Map intensity in mental ray... AO incontrast with vray dirt
  218. Reading images in shaders
  219. How do I scale value of frame buffer with adskShaderSDK?
  220. Help for evaluating a texture from my shader
  221. problem using mi_eval_color
  222. abcimport shader - maya 2016
  223. Why shouldn't Bump, Normal and Displacement maps be gamma corrected?