2009-06-04

MetaSL shader library opens

Just went live....



This is the first glimpse into the MetaSL material shader library....

http://materials.mentalimages.com


I will post more details later, but until then - have fun ;)

/Z

22 comments:

Mitch said...

No Maya versions?

Takuan said...

OMG! That is awesome, thanks for the info!

wilsimar said...

please, post your 3dmax scene used for these renders

Jenni said...

Outstanding!

Get Rich Programs Review said...

can they be used in 3ds max 2009 ?
Thanks

FOTONICA digital studio + 3D architectural animation said...

hey ZAP!
thank you for this new features..
one question, it works in max 2010??

FOTONICA digital studio + 3D architectural animation said...
This comment has been removed by the author.
FOTONICA digital studio + 3D architectural animation said...
This comment has been removed by the author.
FOTONICA digital studio + 3D architectural animation said...

hi zap, i play with max 2010-64 bits
its a simple scene,,only grassomatic plugin and 5 basic geometries..one of this emit caustic.
I use a system dayligt.
Active GI and GI.
Ok, here is the theme..
when star GI snalysis appears this message..


MSG 0.0 error: Custom translation interface for mtl/tex '08 - Default ( DirectX Shader )': Shader declaration "perforated_metal_dot_phenomena_1" not found.
CFRO 0.0 warn 772011: Output parameter 'result' has an assigned value, which is prohibited
MSG 0.0 error: Custom translation interface for mtl/tex '09 - Default ( DirectX Shader )': Shader declaration "black_granite_polished_phenomena_1" not found.
CFRO 0.0 warn 772011: Output parameter 'result' has an assigned value, which is prohibited
MSG 0.0 warn : G:\Program Files\Autodesk\3ds Max Design 2010\Maps\default_reflection_spherical.dds: Image format not supported by mental ray. Will pass the image as raw data (slower and more memory consuming).
PHEN 0.13 error: MetaSL shader called by invalid ray type miPHOTON_REFLECT_DIFFUSE


The GI finish, FG finish, but in render phase,,at 99-100% max crash!!..
i try a lot of time but when the render finish, max crash..
or sometimes it finish but when i want to pick in the scene or in editor material or anything, max crash.
Any idea about this?
you could see the final render..
the first geometry at left, and the last geometry at right have the metasl shader..
[URL=http://img503.imageshack.us/my.php?image=35634792.jpg][IMG]http://img503.imageshack.us/img503/8900/35634792.th.jpg[/IMG][/URL]

katznjammer said...

apparently no.
:-(((

kobayashy said...

Hey zap, do you have any idea why i always get an error when I try to open toese shaders in mental mill?

It says i am missing metaslmia_material and other shaders...

kobayashy said...

fyi, I installed the mentalmill version that come with 3dsmax 2010 install... at first I thought it was because I was using the mental mill from the mental image web site

kobayashy said...

bah forget my question...the solution was simple .... RTFM :)

Renderguy said...

Hi Zap,

Thank you for the post. This is great! They look fantastic.

Are there plans to make these available to users of any other software besides 3DsMax? I use Softimage and Maya, and these would be great to have.

Thanks for all that you do for the community!

FOTONICA digital studio + 3D architectural animation said...

hi zap.
one more question..
how i control parameters like ambient occlusion or round corners?
and the last question.
why technique and Software render style appears disable?
thanks.

andrew said...

I think some people might be missing an important point here. The shaders are all metaSL shaders. At this point 3dsMax 2010 is the only DCC to have implemented metaSL so these shaders will naturally only work with 3dsmax2010.

You can get them to work in mr standalone wthout 3dsmax 2010 but that is another story.

kobayashy said...

and I might be tempted to says that 3dsmax will be the only software to support metaSl for a few years.

Of course this is purely speculation, but looking at how 3dsmax is implementing mental ray, they are doing an incredible job... where Maya and XSI are just supporting the base shaders and doing nothing more for years.

Maya support mia_material and physical sky because they where forced by the community to do it.. I know I fought a lot for it with the Maya guys.

So in my opinion, don't wait for metalSl for Maya... or pray for a miracle :)

that was my Maya rant of the day...

:)

Renderguy said...

Don't get me started on Maya rants...

Thanks for the info kobayashy.

andrew said...

if you can live without the fancy hardware/viewport shading there are ways you can use them with maya and mentalray stand alone.

Autodesk complete idiots if they cant see the benefit of implementing metaSl accross all of their DCC apps. The whole point of metalSL is that it is a common shader language that would allow cross compatabilty for DCC apps, hardware shading, software shading etc etc.

To be honest I am quite concerned about the future of maya. Where is Maya 2010, why have we had no extension pack releases this year, whats the point of maintaining a subscription?

did someone say something about an autodesk rant?

Casey James Basichis said...

Is there any method artists can use to capture the correct material parameters from a surface?

As a freelance artist everything is relative, my materials are set up at the same time as my lighting and often comp so that the look is hinged on the combination of the three.

Lighting and material properties are not that subjective. I would love to know how to say "sample" this rusty old fan siting in front of me so I can adjust my lighting to my material and not the other way around as often seems to be the case.

Gurmukh said...

hey has anyone noticed these materials arent working with GI. They are wonderful materials except i dont knw hw to modify or tweak them yet

Gurmukh said...

"Missing rendering features include advanced ray tracing effects like volume rendering, global illumination, and BRDF support." this is in the mental ray help showing limitations of MetaSL. They are rendering well with FG but have artifacts and take very long to render.