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  1. Replies
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    Mentalray has a basic problem with volume...

    Mentalray has a basic problem with volume rendering as much as I know. Volume sampling is done in the shader, not in the renderer. The problem here is that as soon as you have intersecting volumes,...
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    Indeed we have a look at the MILA shaders and...

    Indeed we have a look at the MILA shaders and they are very promising.
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    Motionblur is true 3d motionblur which worked...

    Motionblur is true 3d motionblur which worked quite fine. Rendertimes were really different. We seperated characer renderings and set renderings because we neede quite different quality settings. The...
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    Thanks for this infos Bart. Unfortunatly all...

    Thanks for this infos Bart.

    Unfortunatly all our hair setup is done with geometry shader callbacks what means we do not have scenes with hair to check, maybe I could implement a dump of the...
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    We made a animated feature with mentalray, lots...

    We made a animated feature with mentalray, lots of fur and hair, some of it can be seen here: http://www.youtube.com/watch?v=eah80eMZMgc

    I built a mentalray shader based on an older renderman...
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    Well, it is not too heavy to write a converter...

    Well, it is not too heavy to write a converter from proxy back into maya/max. I wrote a converter which reads an assembly and creates geometry from it. So this is not a very safe way to go.
  7. Thread: GeometryShader

    by haggi
    Replies
    6
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    2,409

    Well, both load geometry from file. The...

    Well, both load geometry from file. The binaryProxy only holds the clean geometry definition, no shaders, no transforms, nothing else. It can contain only one geometry. e.g. you have a wall of 1000...
  8. Thread: GeometryShader

    by haggi
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    2,409

    Unfortunatly I don't have any links for geometry...

    Unfortunatly I don't have any links for geometry shaders.

    Could you specify what you exactly mean by "proxy meshes"? In mentalray you have two types of files you can use, an assembly which can...
  9. Thread: GeometryShader

    by haggi
    Replies
    6
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    2,409

    If you want to dig deeper into shader coding, the...

    If you want to dig deeper into shader coding, the book "Writing Mental Ray Shaders: A Perceptual Introduction" has some really great examples. Well, a bit expensive, but a great start. As an...
  10. Thread: Alembic and mr

    by haggi
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    2
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    1,781

    Sounds good, thanks for the hint.

    Sounds good, thanks for the hint.
  11. Thread: Alembic and mr

    by haggi
    Replies
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    1,781

    Alembic and mr

    Hi,

    we are thinking about starting to switch our complete cache pipeline to alembic.
    One question is if we can use alembic files instead of mr assemblies. Of course it's a different thing and...
  12. Unfortunatly I'm not a standalone user... We...

    Unfortunatly I'm not a standalone user...

    We did a few bug reports, but it is difficult. The reason is that we are not allowed to give any production scenes away. And very often - in most cases to...
  13. Thanks a lot for this look at the dark side of...

    Thanks a lot for this look at the dark side of Arnold. I agree, there is no ideal solution, you alway fight with heavy problems in heavy productions. Our next step will be very interesting. I will...
  14. Well, I agree very much. A lot of problem occur...

    Well, I agree very much. A lot of problem occur because lighting artists or shader artists still use old techniques or they are not exaclty knowing what they are doing.
    A simple example where...
  15. Indeed it's .... almost all mentraly. The...

    Indeed it's .... almost all mentraly. The waterfalls are krakatoa. And concerning rendering is was really hard complete this project.
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    I don't like them because they do not support...

    I don't like them because they do not support motionblur. I can live raytracing, but without motionblur they are not really useful. Maybe this will change in the near future? I'd really like to...
  17. Tarzan...

    Tarzan (http://www.youtube.com/watch?v=saXPKAHG5y4)
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    A hair is always a thin ribbon pointing to the...

    A hair is always a thin ribbon pointing to the camera, so you do not have a cylinder - at least as much as I know.
  19. Thread: Reading mi files

    by haggi
    Replies
    0
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    1,018

    Reading mi files

    Hi,

    I'm trying to read mi files and recreate geometry from these.
    The normal ascii format should be not a too heavy problem but is there any description how to read the binary encoded vectors in...
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    Okay, thanks a lot. I suppose that my idea will...

    Okay, thanks a lot. I suppose that my idea will not work this way or my knowledge is too low level to implement it correctly. Thanks for all the support.
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    If I can place my traversal function in the...

    If I can place my traversal function in the options with the include file, do I need a geometry shader at all?

    Well, if I place the options in my include, I get an valid tag from the

    miTag...
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    Oh, that's a method I didn't know about. Thanks...

    Oh, that's a method I didn't know about. Thanks David, I'll try.
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    Well, as I mentioned, I do not have a mi file for...

    Well, as I mentioned, I do not have a mi file for mr standalone.

    So I have no options block in the mi file, only my shader declarations (the shader includes).

    I do it directly out of maya.
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    Okay, no success. I could see you have these...

    Okay, no success.
    I could see you have these lines:

    options "..."
    traversal "my_traversal"
    end options

    But I don't have a mi file to render with standalone mr.
    I only have a normal shader...
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    Not really working... sorry. As soon as the...

    Not really working... sorry.

    As soon as the miTraversal_func is defined in the mi file and I use the same name in the mi_api_funcdecl_begin(parm, fnc_symbol, plist); I get a NULL pointer. No idea...
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