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  1. shader parameters change and compatibility with old Maya scene

    I noticed this problem since I wrote my first mental ray shader...

    If I have 2 color attribute in my shader (named "r" and "b" with black default values) and I save a Maya scene setting them to...
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    I found the solution to bypass the problem... ...

    I found the solution to bypass the problem...

    The first char of the shader name connected to the geo shader has to be < than the first char of the geo shader name.

    For example... this works...
  3. Visual studio can not find the miaux_quantize...

    Visual studio can not find the miaux_quantize function. You have to include the header file within the project settings (additional include files section)
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    empty shader definition???

    Hi all

    I have a very simple shader (right now it doesn't contribute to any evaluation, it is just an attributes container) that is plugged to a geometry shader in this way:

    myShader1.message ->...
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    Solved. The problem was that I deleted the...

    Solved.

    The problem was that I deleted the shader(A) from the material->shader before add the new one (B) causing the elimination from the DB.

    There is a way to list all materials or tags from...
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    I tried to do an other test with puppet...

    I tried to do an other test with puppet shader_replacer and the result is still wrong.

    I have a simple cube in the scene with assigned a shader(A). A different shader(B) assigned to the geometry...
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    replace shader via geometry shader

    Hi
    I'll try to be as clear as possible because this is not a common situation...
    In my geo shader i replace a material->shader (A) with a custom one (B) able to emulate the first (A), leaving...
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    thank you steve... I move around the problem...

    thank you steve...

    I move around the problem avoiding incremental but I'll come back on this method in the next days to manage a different situation that need incremental change... anyway your...
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    set attribute value in incremental mode

    Hi

    I'm writing a geo shader to create material shaders (using mi_api_function_call) and assign them to object instance. So, after the function call I start too set all shader attributes and...
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    yes, I did some tests but I can't get the member...

    yes, I did some tests but I can't get the member name, just the function :neutral:

    I change the approach exporting my shader with mi_echo in a separate mi file, and then reading everything I need...
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    Everything is public, I highlighted the thread...

    Everything is public, I highlighted the thread via PM to Bart to solve my problem and continue the discussion here IN THIS TOPIC and he just ask me some release number and software specifications to...
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    Thank you so much for your reply steve. I...

    Thank you so much for your reply steve.

    I absolutely need that "function.member" string to rebuild the shading network before the rendering starts (to avoid pre-render mel or python scripts)... I...
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    I'm trying everything I know but nothing... this...

    I'm trying everything I know but nothing... this is driving me creazy.

    Any ideas? Come on guys
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    no way? pleeeeease :)

    no way? pleeeeease :)
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    12,332

    no way to resolve it. Is there any way to get the...

    no way to resolve it. Is there any way to get the complete string used as a paramter value?
    From the documentation:


    shader "mtlsh" "phong" (
    "shiny" 50,
    "ambient" 0.3 0.3 0.3,...
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    Everything works fine but in some cases this is...

    Everything works fine but in some cases this is not enough. Is it possible to get "blinn1.outColor" instead of "blinn1" ?? I need the first one to re-assign it to an other shader parameter...
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    Thank you so much, now it's clear

    Thank you so much, now it's clear
  18. Replies
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    Here again... Going deep on this geometry...

    Here again...

    Going deep on this geometry shader i met a new problem, to get the shader used as a parameter value in an anonymous shader.
    This is a simple example of what I have:


    material...
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    yes it does, I need result->a to add alpha and...

    yes it does, I need result->a to add alpha and transparency in my custom shader and put it in a custom framebuffer. Moreover I don't want to change the result, just append some extra calculation...
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    thank you maxt Changing a bit the append and...

    thank you maxt

    Changing a bit the append and using mi_geoshader_echo I get exactly what I want:


    material "blinn1SG"
    "adskMayaShadingEngine" (
    "surfaceShader" = "blinn1.outColor", ...
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    Ok, done using mi_api_function_append The...

    Ok, done using mi_api_function_append

    The rendering is correct, I didn't see that it works because the mi generated file from maya don't show this change...
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    append shader to material

    Hi guys

    I'm writing a geo shader to add and modify db elements. I haven't any problem except for materials... I can't understand how to append a shader (already in the scene database) to an...
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    "shader not found" message

    Hi

    I started to create my first mental ray shader (constant flat shader) and this is the error from the output window:
    PHEN 0.4 error 051011: shader "constantShader" not found
    Rendering is...
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