2013-03-18

So, Zap, what have you been up to lately?

Here's one answer to that question:


Enjoy.

Yes, this blog will see more activity soon.....

/Z

9 comments:

Josh Purple said...

Excellent! Thank You, and looking forward to your future work :)

Unknown said...

He's alive!! He's alive!! :-)

Kuda Kamo said...

Hello Zap! Great to finally see Mental in Max moving somewhere (damn you Maya :D ). Not only IBL, but unified sampling as well, judging by this video. I have to ask though, why did it take so long? Thorsten Hartmann gave us those things (and a bunch of others) long time a go with his plugins. And he is just a single man. Please don't get me wrong, i'm not saying that to be a prick. I'm just curious what's it like in a huge system like Autodesk. To us, users, it looks like they live in their own little universe and just don't listen to us. Do you have to fight for everything? Is there any kind of team working on MR integration, or is it also a one man show (you)? Now that things are getting somewhere can we look forward to BSDF and Mila shaders? Oh, so many question :) Thanks on any info you can spare.

mattstevens said...

er well done for finally implementing a feature that has been in mentalray for 5 years. Nice one autodesk! i hung my mr gloves up maybe 3 years ago and this is no way to get me back..... totally lame!

I really did hold up hope for better implementation across the autodesk range and done get me wrong i did like mr, its tastey sss and ability to render loads of fur. But come on is this all you have to show.

Back to vray least they care!

Flavio B. S. Siebeneichler said...

I wonder if they want to implement Importons/ irradiance particulas

Daniel said...

HI ZAP!!! I have a question...

Using IBL in max 2014 with matte/shadow/reflection production shader...

the matte shader recives direct illumination from the skylight even if that option is disabled from the matte/shadow properties... the indirect illumination check box doesn't affect the render either.

is that a bug or is that the matte shaders does not work well with the IBL implementation?

The result in the render is a grey alpha where should be black...

Master Zap said...

@Daniel: When using IBL, skylight is no longer "indirect".

Also, matte/shadow contains a fake "ambient"-style component that you need to turn off when you have real IBL running (I think it's called "Shadow color" or something silly like that - I didn't make the UI names for it, and opposed that naming, but was voted down....)

Daniel said...

Thanks Zap!!! is good to know that.

VMG said...

I am having problems trying to get traansparency correct using a perspective projected node connected to the MIP_MATTESHADOW matl on its background slot, seems like the color is correct but not the Alpha, can you comment what would be wrong, is there a way to fix this?