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Activity Forums RE:Vision Effects RE:Map and 3ds Max 2014 (Set up Problem)

  • Pierre Jasmin

    February 26, 2014 at 10:25 pm

    Looks fine except you forgot the tidbit that the folder path in 2014 is now nVidia instead of Mental Images
    (nVidia bought Mental Images, the maker of Mental Ray)
    There is nothing under nVidia?

    Pierre

  • Mitch Rosenberg

    February 28, 2014 at 3:42 pm

    No. See my screen shots above that look in Nvidia.
    Unless I’m looking in the wrong path?

    Can’t help but feel a bit frustrated here.
    Don’t you have a programmer or developer to keep your $150.00 software current?
    I don’t understand why this is so difficult.

  • Pierre Jasmin

    February 28, 2014 at 9:05 pm

    I posted the question in Autodesk area forum, hopefully someone will answer
    https://forums.autodesk.com/t5/Shading-Lighting-and-Rendering/Creating-a-UV-Pass/td-p/4848015

    Pierre

  • Pierre Jasmin

    March 3, 2014 at 5:13 pm

    And the answer is:

    You can still unlock the “UV Generator” shader in mental ray.

    You’ll have to edit the “3dsmaxshaders.mi” file located @ C:\Program Files\Autodesk\3ds Max 2014\NVIDIA\shaders_standard\mentalray\include

    Before you edit the file, make a backup in case you make a mistake.

    With the file opened in Notepad search (Ctrl + F) for “UV” until you find the following text.

    gui “gui_max_base_UVGenerator” { control “Global” “Global” ( “uiName” “UV Generator”, “helpCHM” “max/max help.chm”, “category” “Texture Space Mapping”, “hidden”

    Now just change the “hidden” to #”hidden” (just add the pound sign in front) and save the file.

    Restart 3ds Max and in your mental ray shaders you’ll now see the “UV Generator” appear.

    To get this pass with your image make a separate a new Render Element called “mr Shader Element”.

    In this element you can add the “UV Generator” map to create a pass with your UV’s.

    Turn off filtering and “Apply Shadows” to get the correct result.

    Also make sure you have your frame buffer set to 32-bit in the mental ray Renderer settings to get the full range in the Render Elements.

    Since Max 2014 though, your render elements might not be outputting unfiltered data correctly when using Unified Sampling, so you’d be best off rendering a separate pass from a separate file.

    Hope that helped,

    M.

  • Mitch Rosenberg

    March 5, 2014 at 11:29 pm

    Awesome! There it is.

    I would just add to your install notes that you can’t edit in the root folder.
    Copy/paste “3dsmaxshaders.mi” to another location, make your edit/save, then replace it back into the ‘include folder’.

    Thank you. Problem Solved.

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