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MR in Softimage 2012 now same as Maya?
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  • Total Posts: 15
  • Joined: 03 February 2007 02:13 PM

Hobbyist question here.  Watching a few tutorials in DT and Eat3D and they are usign Maya.

I would like to use softimage, yet there appears to be a few crucial Mental Ray materials that I’m not sure softimage v7 has...wondering if Softimage 2012 has these? 

- mia_materialx_passes
- mia_exposure_simple
- mip_matteshadow
- mip_cameramap
- mip_rayswitch_environment
- mib_color_alpha

There also appears to be far more render pass “types” to choose in maya....am I missing something?

Cheers



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  • langdon
  • Posted: 04 June 2011 12:25 AM

Hello, yes Softimage always had them, they are in the software folder, and not loaded by default in the render tree.
softimage 2012 tho have them exposed in the render tree so you dont need to look for them.

In case you use Softimage 7 you can find them in the folder Softimage_7\Application\phenolibs\spdl\mibase if i remember correctly.

You can access to those using “more” from the render tree list and browsing inside your folders.
I dont have soft 7 in front of me now, but i’m pretty confident it has them all.

Regarding render passes i didnt understand what you mean, softimage has framebuffer and passes wich are and behave in a complete different way, it is more advanced and flexible for every task you need.

You can check the framebuffer channels from the Render Manager in the Output tab, click on the button under the path file name Render channels output” there is the “ADD” button, it’ll open a ppg where you have all the framebuffers available to render, you can also add framebuffers channels from the render tree using the node “store color in channel”.

You can get this compound too http://frenchdog.wordpress.com/2...els-an-autodesk-compound/ wich is pretty neat.

Passes in softimage are different from framebuffers tho, you can have unlimited passes with each pass having unlimited and custom framebuffers. I suggest you to check out the manual F1 for Pass and Framebuffers, since its not that easy and short to explain:)
softimage render passes are actually the best you could find around!



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Hey

Langdon...thank you for your reply.  Just wanted to check before I upgrade to v12.  I know about having to “bring the MR shaders in” just the different terms used in the maya tutorials for what I assume can be done in Softimage had me scratching my head :)

Cheers

Thanks for the link



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