3dsmax 2009 - SHADER TRAVADOS...

Por: Marco Tomaselli  

Em: 28/04/2008 05:20

galera...blz? como eu faço pra destravar esses shaders? é do production_max.mi pq quero o mip_matteshadow,mib_motionblur e etc.... pq q esses mip_talcoisa vem travados eim?: o codigo é esse ó #***************************************************************************** # Copyright 1986-2007 by mental images GmbH, Fasanenstr. 81, D-10623 Berlin, # Germany. All rights reserved. #***************************************************************************** # Created: 07.03.07 # Module: production # Purpose: shaders for production # # Exports: # Gui attributes # # History: # 07.03.07: Gui attributes for max # 07.05.21: Defaults fixes, removed redundant gamma/gain Phenomena # 07.06.07: Zap: Added mip_render_subset, fixed gui names # 07.10.17: Zap: Added mip_binaryproxy # # Description: # #****************************************************************************/ # Handle dependency on "production.mi" $ifndef "production_mi_included" $include "production.mi" $endif # guard against multiple inclusions $ifndef "production_max_mi_included" set "production_max_mi_included" "true" min version "3.4.00" max version "3.6.99" declare phenomenon "production_dummy" () gui "gui_production_dummy" { control "Global" "Global" ( "hidden" ) } gui "gui_mip_rayswitch" { control "Global" "Global" ( "uiName" "mr Raytype Switcher", "hidden" ) control "eye" "color" ( "uiName" "Eye Rays" ) control "transparent" "color" ( "uiName" "Transparency Rays" ) control "reflection" "color" ( "uiName" "Reflected Rays" ) control "refraction" "color" ( "uiName" "Refracted Rays" ) control "finalgather" "color" ( "uiName" "Finalgather Rays" ) control "environment" "color" ( "uiName" "Environment Rays" ) control "shadow" "color" ( "uiName" "Shadow Rays" ) control "photon" "color" ( "uiName" "Photon Rays" ) control "default" "color" ( "uiName" "Default (all other raytypes)" ) } gui "gui_mip_rayswitch_advanced" { control "Global" "Global" ( "uiName" "mr Raytype Switcher (advanced)", "hidden" ) control "eye" "shader" ( "uiName" "Eye Rays" ) control "transparent" "shader" ( "uiName" "Transparency Rays" ) control "reflection" "shader" ( "uiName" "Reflected Rays" ) control "refraction" "shader" ( "uiName" "Refracted Rays" ) control "finalgather" "shader" ( "uiName" "Finalgather Rays" ) control "environment" "shader" ( "uiName" "Environment Rays" ) control "any_secondary" "shader" ( "uiName" "Any Secondary" ) control "shadow" "shader" ( "uiName" "Shadow Rays" ) control "photon" "shader" ( "uiName" "Photon Rays" ) control "default" "shader" ( "uiName" "Catch-all Default" ) } #------------------------------------------------------------------------------------------------ # gui_mip_rayswitch_environment (mi) # # included in 3ds max 2009 # ui name changed to something more meaninful # recommended to use with the mirror ball shader and with the camera map shader #------------------------------------------------------------------------------------------------ gui "gui_mip_rayswitch_environment" { control "Global" "Global" ( "uiName" "Environment/Background Switcher (mi)" ) control "background" "color" ("uiName" "Background","value" 0 0 0 0 ) control "environment" "color" ("uiName" "Environment/Reflections","value" 0 0 0 0 ) } gui "gui_mip_card_opacity" { control "Global" "Global" ( "uiName" "mr Card Opacity", "hidden" ) control "input" "color" ("uiName" "Input") control "opacity_in_alpha" "boolean" ("uiName" "Opacity in Alpha", "nonConnectable") control "opacity" "scalar" ("uiName" "Opacity", "Value" 1.0, "Range" 0 1.0) control "opacity_is_premultiplied" "boolean" ("uiName" "Opacity is Premultiplied","nonConnectable") control "opacity_threshold" "scalar" ("uiName" "Opacity Threshold","value" 0.1,"nonConnectable") } #------------------------------------------------------------------------------------------------ # gui_mip_motionblur (mi) # # included in 3ds max 2009 # ui name changed to something more consistant with 3ds max #------------------------------------------------------------------------------------------------ gui "gui_mip_motionblur" { control "Global" "Global" ( "uiName" "HDR Image Motion Blur (mi)", "category" "Output", "outputTypes" "+rgba_fp,+z,+m" ) control "shutter" "scalar" ( "uiName" "Shutter Duration (frames)", "value" 0.5, "nonConnectable" ) control "shutter_falloff" "scalar" ( "uiName" "Shutter Falloff (Blur Softness)", "value" 2.0, "nonConnectable" ) control "calculation_gamma" "scalar" ( "uiName" "Calculation Color Space (Gamma)", #consider renamming this "value" 2.2, # If max gamma is used, should be 1.0 "nonConnectable" ) control "pixel_threshold" "scalar" ( "uiName" "Min. Motion Threshold (pixels)", "value" 1.0, "nonConnectable" ) control "background_depth" "scalar" ( "uiName" "Background Distance", "value" 10000.0, "nonConnectable", "units" "world" ) control "depth_weighting" "boolean" ( "uiName" "Blur More Objects Near Camera", "value" off, "nonConnectable" ) control "blur_environment" "bool" ( "uiName" "Blur Environment/Background", "value" 1, "nonConnectable" ) control "blur_fb" "string" ( "uiName" "Blurred Framebuffer (empty = rgb)", "value" "", "nonConnectable", "hidden" ) control "depth_fb" "string" ( "uiName" "Depth Framebuffer (empty = z)", "value" "", "nonConnectable", "hidden" ) control "motion_fb" "string" ( "uiName" "Motion Framebuffer (empty = m)", "value" "", "hidden" ) control "use_coverage" "boolean" ( "uiName" "Use Coverage Buffer", "default" off, "nonConnectable", "hidden" ) } #------------------------------------------------------------------------------------------------ # gui_mip_motion_vector (mi) # # included in 3ds max 2009 #------------------------------------------------------------------------------------------------ gui "gui_mip_motion_vector" { control "Global" "Global" ( "uiName" "Motion Vector Export (mi)", "category" "Output", "outputTypes" "+rgba_fp,+z,+m" ) control "max_displace" "scalar" ( "uiName" "Max Displace (pixels)", "value" 50.0, "nonConnectable" ) control "pixel_threshold" "scalar" ( "uiName" "Min. Motion Threshold (pixels)", "value" 0.0, "nonConnectable", "hidden" ) control "blur_environment" "bool" ( "uiName" "Blur Environment/Background", "value" 1, "nonConnectable" ) control "floating_point_format" "integer" ( "uiName" "Floating Point Format", "value" 2, "nonConnectable" ) control "blue_is_magnitude" "bool" ( "uiName" "Blue Channel is Magnitude", "value" off, "nonConnectable" ) control "result_fb" "string" ( "uiName" "Result Framebuffer (empty = rgb)", "value" "", "nonConnectable", "hidden" ) control "depth_fb" "string" ( "uiName" "Depth Framebuffer (empty = z)", "value" "", "nonConnectable", "hidden" ) control "motion_fb" "integer" ( "uiName" "Motion Framebuffer (empty = m)", "value" "", "nonConnectable", "hidden" ) control "use_coverage" "boolean" ( "uiName" "Use Coverage Buffer", "default" off, "nonConnectable", "hidden" ) } #------------------------------------------------------------------------------------------------ # gui_mip_matteshadow (mi) # matte shadow mtl is included in 3ds max via a home brewed phenomenon, this one is hidden by design #------------------------------------------------------------------------------------------------ gui "gui_mip_matteshadow" { control "Global" "Global" ( "uiName" "mr Matte/Shadow/Reflection", "hidden" ) control "background" "color" ( "uiName" "Background", "value" 0 0 0 0 ) control "catch_shadows" "boolean" ( "uiName" "Catch Shadows", "value" 1 ) control "colored_shadows" "scalar" ( "uiName" " Colored Shadows (0 = grayscale)", "value" 1, "range" 0 1 ) control "shadows" "color" ( "uiName" " Shadows", "value" 0 0 0 1 ) control "ambient" "color" ( "uiName" " Ambient", "value" 0.2 0.2 0.2 ) control "no_self_shadow" "boolean" ( "uiName" " Do Not Self-shadow", "value" 1 ) control "use_dot_nl" "boolean" ( "uiName" " Attenuate by Light Angle (dot_nl)", "value" 1 ) control "ao_on" "boolean" ( "uiName" " Use Ambient Occlusion (AO)", "value" 1 ) control "ao_samples" "integer" ( "uiName" " AO: Samples", "value" 16 ) control "ao_dark" "integer" ( "uiName" " AO: Shadow Strength", "value" 0.0 0.0 0.0 ) control "ao_distance" "integer" ( "uiName" " AO: Max Distance", "value" 0.0 ) control "catch_reflections" "boolean" ( "uiName" "Catch Reflections", "value" off ) control "refl_color" "color" ( "uiName" " Reflection Color", "value" 1 1 1 1 ) control "refl_subtractive" "color" ( "uiName" " Reflections - Subtractive", "value" 0 0 0 0 ) control "refl_samples" "integer" ( "uiName" " Samples (0 = mirror)", "value" 0 ) control "refl_glossiness" "scalar" ( "uiName" " Glossiness", "range" 0.0 1.0, "value" 0 ) control "refl_max_dist" "scalar" ( "uiName" " Max Distance (0 = infinite)", "value" 0 ) control "refl_falloff" "scalar" ( "uiName" " Max Distance Falloff", "value" 2.0 ) control "catch_indirect" "boolean" ( "uiName" "Catch Indirect Light", "value" off ) control "indirect" "color" ( "uiName" " Indirect Light Multiplier", "value" 1 1 1 1 ) control "multiple_outputs" "boolean" ( "uiName" "Enable Multiple Outputs", "value" off ) control "additional_color" "color" ( "uiName" "Additional Color", "value" 0 0 0 ) control "catch_illuminators" "boolean" ( "uiName" "Catch Illuminating Lights", "value" off ) control "illuminators" "array lights" ( "uiName" "Illuminating Lights", ) control "mode" "integer" ( "uiName" "Lights Mode", ) control "lights" "array lights" ( "uiName" "Lights" ) } #------------------------------------------------------------------------------------------------ # gui_mip_cameramap (mi) # # included in 3ds max 2009 # ui name changed to 3ds max standards # recommended to use with the environment/background switcher #------------------------------------------------------------------------------------------------ gui "gui_mip_cameramap" { control "Global" "Global" ( "uiName" "Environment/Background Camera Map (mi)" ) control "map" "color texture" ("uiName" "Map") control "per_pixel_match" "boolean" ("uiName" "Per-pixel Matching","nonConnectable") control "transparent_alpha" "boolean" ("uiName" "Force Transparent Alpha ", "value" 1,"nonConnectable") control "multiplier" "scalar" ("uiName" "Multiplier","value" 1.0,"nonConnectable") control "degamma" "scalar" ("uiName" "Reverse Gamma Correction","value" 1.0,"range" 1.0 5.0,"nonConnectable") control "offscreen_is_environment" "boolean" ("uiName" "Off-screen Rays return Environment","value" 1,"nonConnectable") control "offscreen_color" "color" ("uiName" "Off-screen Color (When Above Off)","nonConnectable") } #------------------------------------------------------------------------------------------------ # gui_mip_mirrorball (mi) # # included in 3ds max 2009 # ui name changed to 3ds max standards # recommended to use with the environment/background switcher #------------------------------------------------------------------------------------------------ gui "gui_mip_mirrorball" { control "Global" "Global" ( "uiName" "Environment Probe/Chrome Ball (mi)" ) control "texture" "color texture" ("uiName" "Chrome/Mirror Ball Image") control "multiplier" "scalar" ("uiName" "Multiplier","value" 1.0,"nonConnectable") control "degamma" "scalar" ("uiName" "Reverse Gamma Correction","value" 1.0,"range" 1.0 5.0,"nonConnectable") control "blur" "scalar" ("uiName" "Blur (literal mental ray image files only)","value" 0.0,"nonConnectable") } #------------------------------------------------------------------------------------------------ # gui_mip_grayball (mi) # # included in 3ds max 2009 # ui name changed to 3ds max standards #------------------------------------------------------------------------------------------------ gui "gui_mip_grayball" { control "Global" "Global" ( "uiName" "Environment Probe/Gray Ball (mi)" ) control "texture" "color texture" ("uiName" "Grey Ball Image") control "multiplier" "scalar" ("uiName" "Multiplier","value" 1.0,"nonConnectable") control "degamma" "scalar" ("uiName" "Reverse Gamma Correction","value" 1.0,"range" 1.0 5.0,"nonConnectable") control "blur" "scalar" ("uiName" "Blur (literal mental ray image files only)","value" 0.0,"nonConnectable") } #------------------------------------------------------------------------------------------------ # gui_mip_gamma_gain (mi) # # included in 3ds max 2009 # ui name changed to 3ds max standards #------------------------------------------------------------------------------------------------ gui "gui_mip_gamma_gain" { control "Global" "Global" ("uiName" "Utility Gamma & Gain (mi)") control "input" "color" ("uiName" "Input") control "gamma" "scalar" ("uiName" "Gamma","value" 2.2, "range" 1.0 5.0,"nonConnectable") control "gain" "scalar" ("uiName" "Gain (multiplier)","value" 1.0,"nonConnectable") control "reverse" "boolean" ("uiName" "Reverse Gamma Correction (De-Gamma)","value" 1,"nonConnectable") } #------------------------------------------------------------------------------------------------ # gui_mip_render_subset (mi) # # included in 3ds max 2009 # ui name changed to 3ds max standards #------------------------------------------------------------------------------------------------ gui "gui_mip_render_subset" { control "Global" "Global" ("uiName""Render Subset of Scene/Masking (mi)") control "enabled" "boolean" ("uiName" "Enabled","value" 1,"nonConnectable", "hidden") control "objects" "array geometry" ("uiName" "Object List") control "instance_label" "array integer" ("uiName" "GBuffer Object IDs", "hidden") control "material" "material" ("uiName" "Material",) control "mask_only" "boolean" ("uiName" "Mask Only","nonConnectable") control "mask_color" "color" ("uiName" " Mask Color","value" 1 1 1 1) control "background" "color" ("uiName" "Color of Background","value" 0 0 0 0) control "other_objects" "color" ("uiName" "Color of Other Objects","value" 0 0 0 0) control "full_screen_fg" "boolean" ("uiName" "Calculate FG On All Objects (Entire Image)","value" 1,"nonConnectable") } #------------------------------------------------------------------------------------------------ # gui_mip_matteshadow_mtl (mi) # matte shadow mtl is included in 3ds max via a home brewed phenomenon, this one is hidden by design #------------------------------------------------------------------------------------------------ gui "gui_mip_matteshadow_mtl" { control "Global" "Global" ( "uiName" "mr Matte/Shadow/Reflection Mtl", "hidden" ) control "background" "color" ( "uiName" "Background", "value" 0 0 0 0 ) control "catch_shadows" "boolean" ( "uiName" "Catch shadows", "value" 1 ) control "colored_shadows" "scalar" ( "uiName" " Colored Shadows (0 = grayscale)", "value" 1, "range" 0 1 ) control "shadows" "color" ( "uiName" " Shadows", "value" 0 0 0 1 ) control "ambient" "color" ( "uiName" " Ambient", "value" 0.2 0.2 0.2 ) control "no_self_shadow" "boolean" ( "uiName" " Do Not Self-shadow", "value" 1 ) control "use_dot_nl" "boolean" ( "uiName" " Attenuate by Light Angle (dot_nl)", "value" 1 ) control "ao_on" "boolean" ( "uiName" " Use Ambient Occlusion (AO)", "value" 1 ) control "ao_samples" "integer" ( "uiName" " AO: Samples", "value" 16 ) control "ao_dark" "integer" ( "uiName" " AO: Shadow Strength", "value" 0.0 0.0 0.0 ) control "ao_distance" "integer" ( "uiName" " AO: Max Distance", "value" 0.0 ) control "catch_reflections" "boolean" ( "uiName" "Catch Reflections", "value" off ) control "refl_color" "color" ( "uiName" " Reflection Color", "value" 1 1 1 1 ) control "refl_subtractive" "color" ( "uiName" " Reflections - Subtractive", "value" 0 0 0 0 ) control "refl_samples" "integer" ( "uiName" " Samples (0 = mirror)", "value" 0 ) control "refl_glossiness" "scalar" ( "uiName" " Glossiness", "range" 0.0 1.0, "value" 0 ) control "refl_max_dist" "scalar" ( "uiName" " Max Distance (0 = infinite)", "value" 0 ) control "refl_falloff" "scalar" ( "uiName" " Max Distance Falloff", "value" 2.0 ) control "catch_indirect" "boolean" ( "uiName" "Catch Indirect Light", "value" off ) control "indirect" "color" ( "uiName" " Indirect Light Multiplier", "value" 1 1 1 1 ) control "multiple_outputs" "boolean" ( "uiName" "Enable Multiple Outputs", "value" off ) control "additional_color" "color" ( "uiName" "Additional Color", "value" 0 0 0 ) control "opacity" "scalar" ( "uiName" "Opacity", "value" 1, "range" 0 1 ) control "catch_illuminators" "boolean" ( "uiName" "Catch Illuminating Lights", "value" off ) control "illuminators" "array lights" ( "uiName" "Illuminating Lights" ) control "mode" "integer" ( "uiName" "Lights Mode", ) control "lights" "array lights" ( "uiName" "Shadow Casting Lights" ) } # Hidden, used by "mrProxy" objects gui "gui_mip_binaryproxy" { control "Global" "Global" ( "uiName" "mr Binary Proxy", "hidden" ) } end declare #------------------------------------------------------------------------------------------------ # Matte/Shadow/Reflection (adsk) # # Altered matte/shadow/reflections material phenomenon # With UI matching 3ds max standards and terminology easier to understand # This phenomenon provides similar features than the one provided by mental images (mip_matteshadow_mtl) # Although it combines the features into logical groups and hide a certain level of complexity # Since we could not alter the orininal shader declaration, we made our own phenomenon # Written by pfbreton, october 2007 #------------------------------------------------------------------------------------------------ declare phenomenon material "adsk_Mtl_MatteShadowReflections" ( #-------------------------------------- # background color handling #-------------------------------------- struct "struct_surface" { color "background" default 0 0 0 0, scalar "opacity" default 1.0, #: min 0 max 1 color texture "bump", scalar "bump_amount" }, #-------------------------------------- # Shadows #-------------------------------------- struct "struct_shadows" { #------- shadow casting lights boolean "catch_shadows" default on, color "shadows" default 0 0 0 1, scalar "ambient_intensity" default 0.2, color "ambient" default 1 1 1, boolean "no_self_shadow" default on, boolean "use_dot_nl" default on, scalar "colored_shadows" default 1.0, #: min 0 max 1 array light "lights" }, #-------------------------------------- # Ambient Occlusion #-------------------------------------- struct "struct_ao" { # AO boolean "ao_on" default on, integer "ao_samples" default 16, #: min 0 scalar "ao_distance" default 0.0, #: min 0 color "ao_dark" default 0.0 0.0 0.0 }, #------------------------------------------------ # Reflections #------------------------------------------------ struct "struct_reflections" { boolean "catch_reflections" default off, color "refl_color" default 0.2 0.2 0.2 0.2, color "refl_subtractive" default 0 0 0 0, scalar "refl_glossiness" default 0.5, #: min 0.01 softmax 1.0 integer "refl_samples" default 0, #: min 0 scalar "refl_max_dist" default 0.0, #: min 0 scalar "refl_falloff" default 2.0 #: min 0.01 softmax 5.0 }, #-------------------------------------- # Indirect Illumination #-------------------------------------- struct "struct_indirect_lighting" { boolean "catch_indirect" default off, scalar "indirect" default 1.0, color "additional_color" default 0 0 0 }, #-------------------------------------- # Direct Illumination #-------------------------------------- struct "struct_lighting" { #------ illuminating lights boolean "catch_illuminators" default off, array light "illuminators" }, integer "mode" ) shader "intensityshader" "mib_color_mix" ( "num" 1, "color_0" = interface "struct_surface.background", "weight_0" = interface "struct_indirect_lighting.indirect" ) shader "ambient_intensity" "mib_color_mix" ( "num" 1, "color_0" = interface "struct_shadows.ambient", "weight_0" = interface "struct_shadows.ambient_intensity" ) shader "matteshadow" "mip_matteshadow" ( "background" = interface "struct_surface.background", "catch_shadows" = interface "struct_shadows.catch_shadows", "shadows" = interface "struct_shadows.shadows", "colored_shadows" = interface "struct_shadows.colored_shadows", "ambient" = "ambient_intensity", "no_self_shadow" = interface "struct_shadows.no_self_shadow", "use_dot_nl" = interface "struct_shadows.use_dot_nl", "ao_on" = interface "struct_ao.ao_on", "ao_dark" = interface "struct_ao.ao_dark", "ao_samples" = interface "struct_ao.ao_samples", "ao_distance" = interface "struct_ao.ao_distance", "catch_reflections" = interface "struct_reflections.catch_reflections", "refl_color" = interface "struct_reflections.refl_color", "refl_subtractive" = interface "struct_reflections.refl_subtractive", "refl_samples" = interface "struct_reflections.refl_samples", "refl_glossiness" = interface "struct_reflections.refl_glossiness", "refl_max_dist" = interface "struct_reflections.refl_max_dist", "refl_falloff" = interface "struct_reflections.refl_falloff", "catch_indirect" = interface "struct_indirect_lighting.catch_indirect", "indirect" = "intensityshader", "multiple_outputs" off, "catch_illuminators" = interface "struct_lighting.catch_illuminators", "illuminators" = interface "struct_lighting.illuminators", "additional_color" = interface "struct_indirect.additional_color", "mode" = interface "mode", "lights" = interface "struct_shadows.lights" ) shader "bumpshader" "max_Bump" ( "Multiplier" = interface "struct_surface.bump_amount", "Map" = interface "struct_surface.bump" ) shader "cardshader" "mip_card_opacity" ( "input" = "matteshadow.result", "opacity_in_alpha" false, "opacity" = interface "struct_surface.opacity", "opacity_is_premultiplied" false, "opacity_threshold" 0.1 ) material "material" = "bumpshader" = "cardshader" shadow = "matteshadow" photon = "matteshadow" end material root material "material" gui "gui_adsk_Mtl_MatteShadowReflections" { control "Global" "Global" ( "uiName" "Matte/Shadow/Reflection (mi)" ) control "struct_surface" "struct" ("uiName" "Matte/Shadow/Reflection Parameters") { control "background" "color" ("uiName" "Camera Mapped Background","value" 0 0 0 0) control "opacity" "scalar" ("uiName" "Mask/Opacity","range" 0 1, "value" 1) control "bump_amount" "scalar" ("uiName" "Bump Amount","range" -10 11, "value" 0.3) control "bump" "vector texture" ("uiName" "Bump", "textureInfo" "max_texmap") } control "struct_shadows" "struct" ("uiName" "Shadows") { control "catch_shadows" "boolean" ("uiName" "Receive Shadows","value" 1,"nonConnectable") control "lights" "array light" ("uiName" " Shadow Casting Lights List","nonConnectable") control "colored_shadows" "scalar" ("uiName" " Colored Shadows (0 = grayscale)","value" 1,"range" 0 1,"hidden" ) control "shadows" "color" ("uiName" " Shadow Color","value" 0 0 0 1, "hidden") control "ambient" "color" ("uiName" " Ambient / Shadow Color","value" 1 1 1 ) control "ambient_intensity" "scalar" ("uiName" " Ambient / Shadow Intensity (affected by AO)","value" 0.2 ) control "no_self_shadow" "boolean" ("uiName" " Do Not Self-shadow","value" 1,"nonConnectable","hidden") control "use_dot_nl" "boolean" ("uiName" " Attenuate by Light Angle (dot_nl)", "value" 1,"nonConnectable","hidden") } control "struct_lighting" "struct" ("uiName" "Direct Illumination") { control "catch_illuminators" "boolean"("uiName" "Receive Direct Illumination","value" 0,"nonConnectable") control "illuminators" "array lights" ("uiName" " Illuminating Lights List") } control "struct_ao" "struct" ("uiName" "Ambient Occlusion") { control "ao_on" "boolean" ("uiName" " Use Ambient Occlusion (AO)","value" 1 ,"nonConnectable") control "ao_samples" "integer" ("uiName" " AO Samples", "value" 16, "range" 1 1024 ,"nonConnectable") control "ao_distance" "integer" ("uiName" " AO Max Distance (0 = infinite)","value" "0.5m" ,"range" 0.0 1000000000000000,"nonConnectable","units" "world") control "ao_dark" "integer" ("uiName" " AO Shadow Strength","value" 0.0 0.0 0.0 ) } control "struct_indirect_lighting" "struct" ("uiName" "Indirect Illumination") { control "catch_indirect" "boolean" ("uiName" "Receive Indirect Illumination","value" 1,"nonConnectable" ) control "indirect" "scalar" ("uiName" " Indirect Illumination Multiplier", "value" 1.0,"range" 0.0 1000000000000000 ) control "additional_color" "color" ("uiName" "Additional Color","value" 0 0 0,"hidden") } control "struct_reflections" "struct" ("uiName" "Reflections") { control "catch_reflections" "boolean" ("uiName" "Receive Reflections", "value" off,"nonConnectable" ) control "refl_color" "color" ("uiName" " Reflection Color","value" .5 .5 .5 1 ) control "refl_subtractive" "color" ("uiName" " Reflections (Subtractive Color)","value" 1 1 1 1 ) control "refl_glossiness" "scalar" ("uiName" " Glossiness", "range" 0.0 1.0, "value" 1.0 ) control "refl_samples" "integer" ("uiName" " Glossy Samples (0 = mirror)", "range" 0 1024, "value" 8,"nonConnectable" ) control "refl_max_dist" "scalar" ("uiName" " Max Distance (0 = infinite)", "range" 0 1000000000000000, "value" 0,"units" "world","nonConnectable") control "refl_falloff" "scalar" ("uiName" " Max Distance Falloff", "range" 0 1000000000000000, "value" 2.0,"nonConnectable") } #control "multiple_outputs" "boolean" ("hidden", "uiName" "Enable Multiple Outputs","value" off ) control "mode" "null" ("uiName" "Mode", "value" 0, "hidden") } end declare $endif #if not "production_max_mi_included"
é só tirar o "hidden" do que vc quer destravar....
Ai PARA TUDO!!! Não é bem assim. Nem tudo que tem a tag hidden é shader travado. Se voce sair habilitando tudo vai dar pau na certa. Algumas coisas são shader do mental ray que ja tem no max como o material standard por exemplo, Se voce habilitar ele o max fica instavel e começa a fechar do nada quando vai renderizar. Toma muito cuidado com isso.
grasiano eu falei "é só tirar o hidden DO QUE VOCÊ QUER DESTRAVAR" é só o cara prestar atenção... abraço
Olá a todos... cesarfg e Grasiano, ambos estão corretos, não precisam se exaltar heim... "vamos ser todos amiguinhos", como diria o Caio Lamas... hehehehe Ae Marco, realmente tem shaders que vem escondidos porque não tem total compatibilidade com o max, alguns até tem, mas, se eles destravassem todos os que tem compatibilidade, acho que dai eles não teriam o que falar quando lançassem uma nova versão... kkk... Tome cuidado com os que você tirar o "hidden", pois se não tiver compatibilidade com o max, na hora do render como o Grasiano comentou, vai fechar o max... porém como comentado pelo cesarfg, é só apagar o hidden, não precisa fazer mais nada depois isso, além de é claro... abrir o max... kkk, mas, tem um detalhe, alguns shaders só irão aparecer em determinados casos se você destravar, por exemplo, alguns só aparecem no diffuse, outros só no bump, e assim por diante. Espero ter ajudado... Abraço!!!
Site sendo reformulado!!!
:D Pelomenos p/ uma coisa eu sirvo... então, só pode destravar os shaders que realmente são aplicáveis, aqueles que são internos não pode.. mas nenhum destes aí são desse tipo, é só tirar o tag hidden. Mas, se eu não me engano, não é nesse arquivo q destrava esses dhaders, é no outro arquivo production. ( tem 12 num tem? ou eu to confundindo com alguma outra coisa? ) Abraço.
tem 2 mesmo caio.... mas falaram pra tirar o hidden...eu já sabia disso...mas NAO achei nenhum hidden do q eu quero..ta diferente esse,pelo menos eu acho nesse arquivo....por isso q to na dúvida...se alguem souber... geralmente é o nome do shader...varios parametros...depois no fim o hidden...mas nesse ta diferente...sei la... alguem sabe com confiança qq hidden q eu posso tirar?
pessoal acho q me expressei mal, me desculpem, na vdd soh quiz dizer q se o usuraio prestar atenção ele vai entender q soh se deve tirar o hidden do shader q ele quiser (questão de bom senso obviamente) mas de qualquer forma respondendo ao marco talvez o shader q ele procurar esteja em outro MI, caso contrario eh soh procurar pelo nome do shader na lista, sem segredo...o nome q aparece ali eh o mesmo do material editor abraço
É Marco, tem 2 mesmo, acredito que o tag "hidden" q vc tem que deletar fique no outro arquivo, pois nesse aí não está. Abraço.
Então pessoal, é só tirar o hidden dos shaders que quer usar, se não tem hidden é porque ele já está ligado e aparece no max. O arquivo certo é o production_max.mi Tem vários hidden nele e alguns dá pra tirar, outros não, com um pouco de paciência dá pra testar todos. Mas pelo nome no GUI dá pra perceber pra que serve cada shader. Olha um dos que tirei do código acima gui "gui_mip_rayswitch" { control "Global" "Global" ( "uiName" "mr Raytype Switcher", "hidden" ) control "eye" "color" ( "uiName" "Eye Rays" ) control "transparent" "color" ( "uiName" "Transparency Rays" ) control "reflection" "color" ( "uiName" "Reflected Rays" ) control "refraction" "color" ( "uiName" "Refracted Rays" ) control "finalgather" "color" ( "uiName" "Finalgather Rays" ) control "environment" "color" ( "uiName" "Environment Rays" ) control "shadow" "color" ( "uiName" "Shadow Rays" ) control "photon" "color" ( "uiName" "Photon Rays" ) control "default" "color" ( "uiName" "Default (all other raytypes)" ) } É só tirar o hidden no primeiro bloco pra ligar o shader ;)
Múcio

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