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[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

1 Reply
 rdg

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