  | | | soft reflections w/ mr | soft reflections w/ mr 2003-11-23 - By Gary Jaeger
Back Thanks Niko. It does make sense and it does help. So when I make those connections, it seems as though the original blinn is completely ignored and I am left with using the 5 or so parameters in the dgs_material? or maybe that's my problem as you said dgs_shader, but did you mean dgs_material? or is there such a thing as dgs_shader? Assuming I did it correctly, is it true that I need to define my surface using only the controls in dgs_material? or should I be looking for some sort of layered solution to get more control?
What is the purpose of "Supress All Maya Shaders"? It seems self explanatory but in my case it doesn't seem to make a difference.
Thanks again for the help.
On Nov 22, 2003, at 3:11 PM, niko.hirvonen@(protected) wrote:
> Hi Gary, > Do following to get blurred reflections: > 1) make a material (Maya's blinn/lambert/phong) > 2) click the out put connection button to open the attributes for the > shading group node > 3) Open the Mental ray section (attribute editor) and drag and drop > the dgs_shader with middle mouse button (hyper shade window) to > shading group node -> Mental ray -> Material Shader (attribute editor) > 4) Click the Supress all maya shaders > 5) Go to dgs_material1 attributes and change the Glossy (color for > reflection) and Shiny (brightness of reflection) attributes > 6) create a light > 7) connect the Mi Export Mr Light attribute (lightShape node) to > Lights attribute (dgs_material node)using connection editor > (highend3d has a script that does this for u2) > 8) render > > I hope this make sense and I didn't miss any step here ... > > Niko > -- ---- ---- ---- ---- -----
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