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  1. mia can't do lambert?
  2. Normal interpolation
  3. file textures
  4. KD tree
  5. Render Time Shader
  6. Framebuffer output for DGS
  7. MR Shader Writing for Maya!!!
  8. finalgather file format
  9. Compiling in Windows, using a Cygwin/mingW environment
  10. mi_volume_tags
  11. Stereo Panorama
  12. light shader casts only shadow
  13. Aborting a render with integration library.
  14. accessing a material list
  15. mi_call_material failing
  16. what does mi_call_material really do?
  17. casting a shadow ray from a material
  18. anti alias pass
  19. geometry shader under linux
  20. material shader: converting color from xyz space into rgb?
  21. passing data up the shader network
  22. blured reflection and mi_sample...
  23. mi_call_material
  24. Light direction
  25. Getting the bounding box of an object ?
  26. shadow and normal problem
  27. Making an instance of instance group with geoshader in
  28. DGS Fresnel?
  29. mi_transmission_dir_diffuse
  30. mib_glossy_refraction documentation
  31. Geting ParticleIndex From Shader Function
  32. Getting particles attached to an object ?
  33. Getting position of an object
  34. Scanning object and tesselating them
  35. Using holes in geometries loops ?
  36. How can I develop Hardware shaders ?
  37. Projecting from camera to screen ?
  38. Query color at another screen space location
  39. Defining a phenomenon and default shaders values
  40. Launching the render again from a shader
  41. shader return miVector2d
  42. Name of object sphere in Maya Hypershade preview?
  43. How can I get shader name (function name) that call shader?
  44. per object fg setting
  45. fg confusion again
  46. Per Shader Raytracing Overrides
  47. material creation in geo shaders.
  48. interpolating between points
  49. Retrieve values in a depth user frame buffer ?
  50. Compiling shaders for linux Fedora Core 5- GCC
  51. Reading object from file with MI_API_OBJECT_FILE
  52. second derivative
  53. multilple depths per pixel?
  54. rapid bug with mi_fb_put?
  55. Detecting Finalgather preprocessing phase in a shader
  56. Transparency problems...
  57. geometry hair degree3 problem
  58. Modify existing shader
  59. getting name from hit object
  60. RGB values and clamping ?
  61. trilist
  62. Lightning even if dot_nl < 0 with raytraced shadows.
  63. Global Data
  64. Adding a user frame buffer from a geo shader ?
  65. modify instance from geometry shader
  66. Differences in miColor between mental ray 3.4 and 3.5 ?
  67. .map format specs
  68. Code Profiling
  69. Odd state->inv_normal behavior
  70. World coordinates from screen Raster?
  71. Obtaining shader parameter derivatives
  72. how to access a struct?
  73. Hair geometry and memory
  74. color array inputs and evaluation
  75. Array of shaders ?
  76. Camera position in lighmap shader
  77. Transparency problem with shadows
  78. Shader compilation errors with MSVC++6.0?
  79. Max MR shader GUI question
  80. Phenomenon not registering photon shader
  81. Sketchy lines
  82. mi_trace_shadow_seg with mi_call_shadow_material
  83. using the mi_Kdtree_add function
  84. Output shader and antialiasing
  85. Saving an .exr file with mental ray API
  86. Tonemapping
  87. Creating an image from a scalar buffer ?
  88. collecting vertices with miRAY_lm_vertex
  89. passing pointers to other shaders
  90. Parsing a shading network
  91. Knowing shader type from tag
  92. Shader beta testing signup
  93. Access userVertexData
  94. sprite sequences
  95. Make shader read other's shaders parameters.(From same type)
  96. How to define a lightmap-material shader
  97. Invalid object type
  98. how to know whole scene size&scale
  99. BackgroundPass
  100. Getting alpha value in output shader
  101. mi_error and name duplicate ?
  102. using quasi-monte carlo in volume shaders
  103. Evaluate shader from a callback
  104. evaluate a shader from a geometry shader
  105. Obtening leaf instance list instancied from a parent instanc
  106. Z buffer precision
  107. state from callback
  108. Question about mi_sample_light
  109. mi_sample_light problem
  110. Is it possible to change state->dir with some RC Function
  111. Obtaining box chain list in material shader
  112. Help compiling for win64
  113. Anyone using Visual Studio 8 to compile shaders?
  114. mental ray bug? 3.5.6.3 rapid motion/rasterizer + FG
  115. Lightmap shader problem
  116. How to lock sample values in mi_sample() ?
  117. mental ray frame buffers problem (3.5.7.15)
  118. Writing to lightmap in an _exit lightmap shader
  119. Material shader computed data into contour_store_function?
  120. contour_store_function not storing normal correctly!?
  121. Light linking
  122. Where can I get the utility mitoapi
  123. final gathering with custom shaders ?
  124. Compiling shader for MacOSX as universal binary
  125. user data, node ID
  126. Some final gather questions
  127. problem raytracing and shadows with geoshader
  128. Getting matrix transform in geometry shader
  129. Using an image sequence in a shader
  130. delete objects in geoshader / flush database
  131. Knowing which shader are called ?
  132. coverage and label pass
  133. Reduce .map resolution lookup in FG preprocessing phase
  134. Render with standalone from memory/API ?
  135. Depthmap shadows
  136. 'unnamed' user data on geometry instances
  137. Adding ray lengths of intesecting objects
  138. frame buffer number mi_api_framebuffer_add()
  139. Assigning a material to an object
  140. mi_call_shader_x and size of result
  141. per-vertex user data on subdivs
  142. object lights shader (64-bit)
  143. Leaf instance to scene DAG instance traversal
  144. trilist in mental ray standalone
  145. Binary format of vertices ?
  146. texture mapping and mi syntax
  147. Crash in car paint shader
  148. Visualisation of Photon first bounce
  149. Photon emitter shader and photon storing
  150. mi_eval a state->child parameter
  151. miImg_file and output shader
  152. World space != Internal space. Ok, but when ?
  153. Photon map format
  154. Caustic photons
  155. rast transparency depth issue
  156. OT: reading from imf_disp through sockets
  157. Dummy photon volume shader
  158. Multple attribute arrays
  159. Getting triangle data in a displacement shader
  160. shader param's values from miQ_FUNC_PARAM in mi_sample_light
  161. Interger casts
  162. New 3.6 Framebuffer API
  163. mi_api_data_byte_copy() crash
  164. Zero material tags not working for poly creation?
  165. mray 3.6+ removing image filtering
  166. separate passes
  167. Framebuffers and Transparency
  168. Several lightmaps at once
  169. Help compiling for OSX intel
  170. accessing camera matrices inside output shader?
  171. Getting a material tag from instance DAG object tag
  172. Problem with framebuffer indices
  173. Detecting fg phase
  174. Modify Z Buffer
  175. Solid volume
  176. Sample Passes
  177. How to force tesselation in a material shader
  178. Object exclusion in FG+GI stage
  179. mia_material_x phenomena question
  180. camera projection
  181. shadow casting avoid self-geometry
  182. multipass rendering question
  183. Broke suspected infinite trace recursion
  184. Accessing hair root position
  185. color correct?
  186. How to get user scalars in hair ?
  187. mia_envblur and custom shaders
  188. EXR Output shader
  189. Motion blur and matrix transform
  190. mi_trace_transparent problems
  191. Accessing source subdiv/ccmesh geometry
  192. geo_tesselation -> vertices
  193. miQ_FUNC_TAG/mi_api_tag_lookup() confusion
  194. how to get thread id in geometry shader callback
  195. user data access
  196. How to get continued tangent vector for anisotropic shader?
  197. how to use mi_api_parameter_child
  198. Framebuffers and motion blur aliasing
  199. How can I know whether the parameter is connected?
  200. mi_query crash in LightIterator
  201. How to read geometry tags in a shader?
  202. Running ray under gdb
  203. How to get the miFunction attached to a parameter?
  204. Framebuffer oversampling
  205. Custom area lights
  206. mi_lightprofile_value() in photon emitter shaders
  207. mi_call_shader for calling shaders returning struct results
  208. mi_api_assembly_filename and Maya 2008 Ext2
  209. Lost in callbacks
  210. user data problems
  211. raytrace loop problem
  212. running out of stack space
  213. How to set up a miState manually (almost)
  214. Getting output filename with mi_query
  215. Lighting noise in a ray-marched object
  216. eval_color with modified tex_list
  217. mi_eval_color in struct problem
  218. mi_call_shader_x and memory
  219. intersecting volume shader problem
  220. Volume shader bug in MR-XSI 7.01
  221. create geometryShaderCallback in callback
  222. Ignore mayas file output
  223. "which light" in shadow shader
  224. Hollow tube sub-surface scattering problem
  225. Maya sprite img sequence shader problem
  226. Inherit attributes from instance
  227. Rotational motion blur
  228. geoshader cleanup
  229. Transparent frameBuffers
  230. running out of stack space
  231. Light Protocol for emit specular/diffuse
  232. Hair geometry and tex_list[]
  233. Set Ambient Occlusion in Geo shader?
  234. mi_sample_light in contour shaders
  235. Physical sun returning huge values
  236. User framebuffers clipping values over 1
  237. mrliquid
  238. Final Gather On/Off
  239. mi_call_shader_x
  240. Selecting Colors in an array - Please Help!
  241. Is this shader possible?
  242. Traversal Function
  243. exchange user data between shaders
  244. Geometry shader with callbacks problem
  245. Strange overlapping samples!
  246. Maya AETemplates with struct arrays
  247. Phenomeonon and geometry shader problem
  248. Creating light profiles in geometry shaders
  249. working with mia_env_blur
  250. Disable evaluation in fgpass