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New Advanced Pro Materials !!!


thorsten hartmann
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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 by thorsten hartmann
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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

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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

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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.

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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 by Crazy Homeless Guy
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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

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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.

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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:

screen_carpaint.png

 

Glazing:

screen_glazing.png

 

Generic:

screen_generic.png

 

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 by thorsten hartmann
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  • 1 month later...

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

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