thorsten hartmann Posted August 30, 2009 Share Posted August 30, 2009 (edited) Hey Guys, I have wrote a new Pro Shader collection: the TH-Materials. This Shader based on Pro-Materials and have include all important Parameters from the A&D-Shader to optimize the Material. At the beginning is the intuitive Paramter, after comes the Render Profi Functions. The new Parameters only in the GUI, if it you need it. For example, Stones or Metalls don´t need a Refraktion Function. new Functionen: - all AO-Functions - Highlights only - Fast interpolation Reflection/Refraction ( you can set more than 10 Interpolation Samples) - all advanced Reflection/Refraction Optionen for example Cutoff. - include/exclude Lights Special Shader: - Porcalain SSS - Water VUE ( i delete Submerge, because VUE don´t work with this Function) Installation: - delete the Pro Materials MI-Files in the Standard.mi File - copy the Th-Materials MI-Files in /autoload/include Download: http://www.infinity-vision.de/service/th_materials_v1.7z have fun!!!! mfg hot chip Edited August 30, 2009 by thorsten hartmann Link to comment Share on other sites More sharing options...
RevitGary Posted August 30, 2009 Share Posted August 30, 2009 " delete the Pro Materials MI-Files in the Standard.mi File" I recommend that no one should delete these files without backing them up. Link to comment Share on other sites More sharing options...
thorsten hartmann Posted August 30, 2009 Author Share Posted August 30, 2009 the workflow: assuming you installed max in the default directory copy the included mi files to C:\Program Files\Autodesk\3ds Max 2010\mentalray\shaders_autoload\include now go to C:\Program Files\Autodesk\3ds Max 2010\mentalray\shaders_standard open the Standard.mi file with notepad put a (#) in front of mi "adsk_Mtl_Ceramic.mi" mi "adsk_Mtl_Concrete.mi" mi "adsk_Mtl_Glazing.mi" mi "adsk_Mtl_Hardwood.mi" mi "adsk_Mtl_MasonryCMU.mi" mi "adsk_Mtl_Metal.mi" mi "adsk_Mtl_MetallicPaint.mi" mi "adsk_Mtl_Mirror.mi" mi "adsk_Mtl_PlasticVinyl.mi" mi "adsk_Mtl_SimpleGeneric.mi" mi "adsk_Mtl_SolidGlass.mi" mi "adsk_Mtl_Stone.mi" mi "adsk_Mtl_WallPaint.mi" mi "adsk_Mtl_Water.mi" so they become #mi "adsk_Mtl_Ceramic.mi" #mi "adsk_Mtl_Concrete.mi" #mi "adsk_Mtl_Glazing.mi" #mi "adsk_Mtl_Hardwood.mi" #mi "adsk_Mtl_MasonryCMU.mi" #mi "adsk_Mtl_Metal.mi" #mi "adsk_Mtl_MetallicPaint.mi" #mi "adsk_Mtl_Mirror.mi" #mi "adsk_Mtl_PlasticVinyl.mi" #mi "adsk_Mtl_SimpleGeneric.mi" #mi "adsk_Mtl_SolidGlass.mi" #mi "adsk_Mtl_Stone.mi" #mi "adsk_Mtl_WallPaint.mi" #mi "adsk_Mtl_Water.mi" save the file start max you have to do that or the shaders won't load and you'll get an error at startup if you decide to uninstall , remove the # sign and remove the mi files mfg hot chip Link to comment Share on other sites More sharing options...
kippu Posted August 30, 2009 Share Posted August 30, 2009 any more details outlining the advantages of these materials? Link to comment Share on other sites More sharing options...
thorsten hartmann Posted August 30, 2009 Author Share Posted August 30, 2009 Hey i forget: you can load old Scenes with Pro-Materials included, it work 100%. The advantages of these materials is the optimize Functions from A&D Material. mfg hot chip Link to comment Share on other sites More sharing options...
wasteland giant Posted August 31, 2009 Share Posted August 31, 2009 very neat, I'll try this in production and see how I go. Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted September 2, 2009 Share Posted September 2, 2009 Thorsten, Just started a new project today, with your Pro Material modifications installed. Typically I use A&D, but I was going to play with the Pro Materials to see what happens. I imported the Revit model into Max via FBX. The warning dialog popped up, and gave the following errors. In reality I am not sure they matter, but I thought I would let you know anyway. The following properties could not be converted because their equivalent 3ds Max value could not be found: -wallpaint_reflection_glossy_samples in Raise Floor Type 1 -wallpaint_reflection_glossy_samples in Default Wall -wallpaint_reflection_glossy_samples in Finishes - Interior - Gypsum Wall Board 2 HOUR -wallpaint_reflection_glossy_samples in Default -wallpaint_reflection_glossy_samples in Default Floor -reflection_glossy_samples in Masonry - Concrete Masonry Units Link to comment Share on other sites More sharing options...
thorsten hartmann Posted September 2, 2009 Author Share Posted September 2, 2009 (edited) ah thanks i will try to fix it.. edit: is this error only by wallpaint? Work the normal Pro Material? I can´t find a error. mfg hot chip Edited September 2, 2009 by thorsten hartmann Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted September 3, 2009 Share Posted September 3, 2009 The last one wasn't using the wall paint shader. I have never used the Pro materials, so I don't know a lot about them. These are pro materials that were assigned in Revit, and then imported into Max via FBX. I haven't had any warnings on the material translation before. Maybe the syntax for the glossy samples of Pro Materials is different in Revit, and the translation between the two are not being carried out in the same way as before. Not sure, just a guess. If you want, I will send an FBX export from Revit to you tomorrow so you can test with it. Link to comment Share on other sites More sharing options...
thorsten hartmann Posted September 3, 2009 Author Share Posted September 3, 2009 oh yes, thanks, i will test it. Link to comment Share on other sites More sharing options...
mpnguyen143 Posted September 3, 2009 Share Posted September 3, 2009 Good to hav this, nice!!! Thanks Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted September 11, 2009 Share Posted September 11, 2009 (edited) Thorsten, So, ....I am correct in that the Pro materials are just a stripped down version of the A&D material? And this is how you are programming the functionality back into the Pro materials? If so, is it possible that I could just take the A&D base shader, and make duplicates of it, change the file names, and overwrite the Pro shaders? Or is it more complex than that. The Pro materials always frustrate me because they are more limited than the A&D, which you have solved to a great extent, but I am wondering if I can just basically replace them. My thought in this also is, can I then use the Template part of the A&D rollout. Right now I customize the template rollouts per project to facilitate in the changing of Pro materials to A&D materials. Anyway, I am always looking for ways to speed up my workflow. I am trying your rewrites, but my render times last night were slow. Meaning, I need to tweak the setting of each material more. If the settings for each material were the same as the A&D material, then I think I could work a lot faster. I wouldn't have to think as much about where things are, and I could think more about what they will look like as I am adjusting the individual settings. Edited September 11, 2009 by Crazy Homeless Guy Link to comment Share on other sites More sharing options...
thorsten hartmann Posted September 11, 2009 Author Share Posted September 11, 2009 Hi Travis, the TH-Materials have all important Parameters from the A&D Material to optimize the Shader for the Rendering. The Pro-Materials is more as the A&D-Shader. The Pro-Materials is a Phenomenon struct with different Shader: A&D, Noise, Bump-Shader. In the next time i release update, with better Generic-Shader. mfg hot chip Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted September 11, 2009 Share Posted September 11, 2009 Ok. I will have to let the process in my head for a little bit. I started with the Pro materials, but wound up switching back to A&D because I needed speed, and I have the familiarity with them to get the speed I need from them. But... Here are a few items that I noted so far about the Advanced Pro set... - Need highlight only option one concrete. Right it is either physical reflection or not. - Refraction or transparency amount on simple glazing. - Customizable resets templates like the A&D shaders. I find these incredibly useful, but I am not sure if this is easy to implement. ...that is where I got to before switching. Link to comment Share on other sites More sharing options...
thorsten hartmann Posted September 17, 2009 Author Share Posted September 17, 2009 (edited) Hey Guys, I have update the advanced Pro Materials. Important are two new completly optimizing GUI´s to Glazing and CarPaint. download : http://www.infinity-vision.de/service/th_materials_v1.7z Car Paint: Glazing: Generic: 3dsmax2010 User!: use the Paint.DLL + Paint.mi File from 3dmax2009. It gives a bug in 3dsmax2010 Paint.dll. have fun! mfg hot chip Edited September 18, 2009 by thorsten hartmann Link to comment Share on other sites More sharing options...
thorsten hartmann Posted October 20, 2009 Author Share Posted October 20, 2009 Hi Guys, it give a update of TH-Materials. I have now include FG Multiply and FG Quality and fixed some Bugs ( for example the AO-Map). At the weekend comes the new Shader Utilities Final for free. That can use all the new TH-Materials Functions. Download Link: www.infinity-vision.de/service/th_materials_v1.7z have fun. mfg hot chip Link to comment Share on other sites More sharing options...
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