Search:

Type: Posts; User: dlanier; Keyword(s):

Page 1 of 20 1 2 3 4

Search: Search took 0.18 seconds.

  1. Replies
    2
    Views
    2,507

    Hi, Well, it's pretty old now... I am not sure...

    Hi,

    Well, it's pretty old now... I am not sure to remember but I don't think I have more information.
    Regards,
  2. Replies
    0
    Views
    4,360

    DL3D physical ocean shaders

    Hello,

    You can download a trial version of our ocean shaders.
    They are based on physical oceanography and work on 3dsMax, Maya, Softimage, mental ray, V-Ray.
    3ds Max and Maya have a real time...
  3. Replies
    3
    Views
    2,543

    Actually, it was a bug in my shader where a...

    Actually, it was a bug in my shader where a variable was not initialized correctly as the debug/release builds differences suggested it :-)

    Well...

    Regards,
  4. Replies
    3
    Views
    2,543

    Again more info, in debug build, the code posted...

    Again more info, in debug build, the code posted previously works fine.
    While I don't see anything that could be not intialized correctly... But that may be the problem...
    Regards,
  5. Replies
    3
    Views
    2,543

    Some more information ... Doing the following...

    Some more information ...
    Doing the following works fine :


    //Call Material shader
    char* retData = new char[(*pData)->sizeStructMaterial];
    miBoolean retMat =...
  6. Replies
    3
    Views
    2,543

    mi_call_shader_x

    Hello,

    I have created a shader that has others shaders as parameters :


    declare shader
    color "DL3DMaterial"
    (
    shader "MaterialShader",
    #:shortname "MS"
  7. Replies
    1
    Views
    1,960

    Physical sun returning huge values

    Hello,

    Under 3ds Max 2009, when I use :



    while (mi_sample_light(&lightColor, &dir, &dot_nl, state, *light, &samples))


    With the physical sun and sky from mental ray, I get lightColor...
  8. Replies
    1
    Views
    2,991

    Answer is : Use...

    Answer is :

    Use mi_query(miQ_FUNC_RESULT_SIZE...)
  9. Replies
    1
    Views
    2,991

    Getting the size of a plugged shader

    Hello,

    I have a shader and some of its parameters are others shaders. I call them using mi_call_shader_x.
    but I need to be sure of the returned size of the shader called.

    Do you talk about...
  10. Replies
    1
    Views
    9,446

    Ocean and toon shader for mental ray

    Hello,

    We are looking for beta testers for 2 of our commercial shaders :

    - the D3LD physical ocean shader ( http://www.dl3d.com/index.php/en/products/physical-ocean-shader.html ), it also...
  11. Replies
    0
    Views
    2,346

    module_init and module_exit.

    Hello,

    We are trying to find a portable way to get notified when our DLL/.so of our custom shader is called.
    We are trying to use module_init and module_exit mental ray natives global functions....
  12. Replies
    3
    Views
    2,865

    Re: Animated displacement.

    Hello,

    Thanks for your answer. Actually, we found a solution, it's the Heightfield node in general utility ndoes in the hypershade, but it only works with Maya shaders, not mental ray nodes.
    So...
  13. Replies
    3
    Views
    2,865

    Re: Animated displacement.

    Hello Robert,

    I apologize as I don't have any clue, but I have a question :-)
    Do you know if we there is a way to see the animated displacement moving in the viewport with time going forward ?
    I...
  14. Replies
    2
    Views
    2,229

    Re: How to force geoshader update at every frame

    Hello,

    You have to modify the Max plugin source code like this :

    Instead of


    Interval mrGeomShaderObject::ObjectValidity(TimeValue t) {

    return FOREVER;
  15. Thread: Image piping

    by dlanier
    Replies
    10
    Views
    6,618

    Re: Image piping

    Hello,

    I did an executable under win32 that used the function "_read" and it's automatic as soon as you know the format of the data that is sent on the pipe.
    Regards,
  16. Thread: Image piping

    by dlanier
    Replies
    10
    Views
    6,618

    Re: Image piping

    Hello,

    Well, just ask me a question if needed but "How did I make it work?" is pretty vague... :-)
    By the way, I have used win32 API and TrollTech's Qt for that purpose.
    Regards,
  17. Replies
    7
    Views
    3,742

    Re: FUR - PROBLEM - BLACK AREAS

    Hello,

    In the meanwhile, you can use my shader DL3DBlackspotsremover which will "solve partly" the problem by replacing bad pixels with a color you will choose.
    See :...
  18. Thread: Triangulation

    by dlanier
    Replies
    1
    Views
    1,968

    Re: Triangulation

    Hello,

    can't you call mi_geo_tesselate on the object first, so it is triangulated then place your objects on the triangles ?
    Regards,
  19. Thread: mr error

    by dlanier
    Replies
    1
    Views
    2,153

    Re: mr error

    Hello,

    Usually when I get this message, it means that a shader parameter declaration in the .mi file doesn't match the shader declaration structure in the C/C++ files in the .dll.
    So the values...
  20. Replies
    1
    Views
    5,554

    Re: black/white/NaN pixels: a solution

    Thanks for the information. Also, I did a lens shader to remove these black pixels.
    It is called DL3DBlackspotsremover, it just replaces the pixels with NaN value with a value you choose.
    It is...
  21. Re: How to force tesselation in a material shader

    Hello,

    The function is mi_geoshader_tesselate but only works in a geometry shader. But tesselation is done before eye rays are casted so no way to do that in a material shader I suppose......
  22. Replies
    3
    Views
    2,935

    Re: Format of focal length ?

    Hello,

    Hummm, you could set the 35mm as is, but there must have another value probably the aperture or the FOV in your EXR ?

    But if your aperture is fixed in Maya, compute the factor (new...
  23. Replies
    3
    Views
    2,935

    Re: Format of focal length ?

    Hello,

    The focal is the focal distance so the distance from the viewing plane to the camera. This value is linked to the aperture param for defining an horizontal field of view for your camera.
    ...
  24. Replies
    4
    Views
    2,516

    Re: Detecting fg phase

    Hi Stefano,

    Read this :-)

    viewtopic.php?f=9&t=719&p=2796&hilit=detecting+FG#p2796

    Regards,
  25. Replies
    9
    Views
    3,628

    Re: mental ray standalone very inefficient.

    Hi,

    Also, double check your network connection, if your network is slow, the render will be slow... Adding more computers will be inneficient.
    Also there are some things such as displacements...
Results 1 to 25 of 498
Page 1 of 20 1 2 3 4