[Closed] Mental ray and scripted plugins
Hi guys.
Im trying to create a “compiled” shader using several custom mental ray shaders and the scripted plugin with max to make a simplified version of the shaders with only the most used features/parameters exposed.
So i need to initialize my “shader” and place the appropriate shaders in there respective slots.
For instance, i want the surface shader (.mentalray.surface) to have an ambient occlusion shader, but only expose certain parameters.
Heres a basic version of the script without the stuff i want
“”plugin Material supershader
name:“Supershader”
classID:#(0x1208e405, 0x71093db7)
extends:mental_ray
replaceUI:true
version:2
(
rollout mainsettings “Settings”
(
label lab1 ” Settings “
)
)””
Or would this be better off being created as a mental ray phenomenon shader?
I’d appreciate any answer on this issue, thanks for your time.
-theo
I would suggest to implement this with mr shaders (phenomenons or maybe mi’s?).
I had a extended multisub shader and it caused nothing but troubles.
MR did not recognize the new material and failed all renders.
Georg