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Mental Ray/MAX Normal map Render Element?
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  • arbeit52
  • Posted: 06 October 2009 09:10 AM
  • Total Posts: 1
  • Joined: 11 October 2007 10:48 PM

I was hoping someone could give me some information regarding the ability to render a normalbump render element through Mental Ray and MAX.  So far I’ve only been successful doing this when rendering with Vray and using all Vray materials.  Most of my scenes however are built from Mental Ray materials and I’m trying to avoid needing to make the painful conversion.

I can render a normalmap element pass through a render layer preset within Maya so I’m scratching my head as to why I can’t find it in MAX. If not through a Render Element, is there another means of achieving this? My goal is to be able to render this element for future lighting tweaks within After Effects. Thanks in advance!



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  • 3ddy
  • Posted: 08 October 2009 12:41 AM

Yes it can, but not with Render Elements. Here’s how:

Create a material in the Material Editor with in the diffuse a Ambient/Reflective Occlusion shader (only when MR is on)
Then change Type into 2 if you need a worldspace normal or 3 (yes, it’s not written down there) for a tangentspace normal.
Then make the material 100% self-illuminating and go to your render dialog in the processing-tab to enable Material Override and link the new material to that slot.

Push Render



http://www.3dhype.com

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Actually you can do this with render elements. I don’t have Max in front of me now, so this may be slightly off, but this should work:

In your render elements tab add a MR Shader Element. In the shader slot you just add the AO shader type 3 from below.

I do this all of the time to render my AO and contact shadows in one pass along with everything else, it saves me a lot of pain. It will also include your bump and displacement maps in the AO render - which is quite nice (I assume this is because it isn’t actually replacing your materials, like material override does). I am willing to bet it will work the same way with the normal shader!

- Spencer

Author: SpencerT

Replied: 23 November 2010 03:02 PM  
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  • 3ddy
  • Posted: 13 August 2010 05:07 AM

Sadly it works only in 2010 or earlier. 2011 has a new AO shader layout where you aren’t able to change the number, you can choose only some. It had a feature, and they ignore it in my opinion.



http://www.3dhype.com

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3ddy 13 August 2010 12:07 PM

Sadly it works only in 2010 or earlier. 2011 has a new AO shader layout where you aren’t able to change the number, you can choose only some. It had a feature, and they ignore it in my opinion.

The original/older version is probably just hidden.  Therefore users should be able to unhide the ‘old’ shader(s) and use it or just save the one from an older version of 3ds Max into a .mat file and load it into 2011.



Jeff Patton
My Website | mental ray materials & blog

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  • 3ddy
  • Posted: 14 August 2010 04:50 AM

Hey, nice workaround, but I found another way.

In the new Slate Editor there is still an option to fill in a float. How nice!



http://www.3dhype.com

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  • creasia
  • Posted: 31 August 2010 06:08 AM

Thanks guys. This is particularly helpful for me also, as I am trying to use the technique used in the Toxic Robin Hood tutorial.

http://area.autodesk.com/tutorials/toxik_robin_hood



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  • nobody
  • Posted: 07 January 2012 07:01 AM

Hi

I’m trying to get a worldspace render pass going. I’m wanting to do a PositionToPoints in Nuke.

In max 2012 the type togel in the AO shader wont let me chose 3 even in the slate.

Any ideas?



Max 2011, Win 7 64, 12gb, 980x, NVIDIA Quadro FX3800.

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  • 3ddy
  • Posted: 07 January 2012 10:47 AM

Try to connect a Controller bezier float to the type. That will fix it.



http://www.3dhype.com

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