CJI Posted January 5, 2010 Share Posted January 5, 2010 I am trying to enable the production shaders as per Zaps instruction so i can mess with them. I have gone through the mi file and placed a hash in front of the all the "hidden" apart from the first one however i get this error message on startup MI 0.0 error 121001: .\shaders_standard\include/production_max.mi, line 474: while defining phenomenon declaration "production_dummy": syntax error But i cant seem to find the syntax error thats causing this or even if it matters. Any help would be greatly appreciated. Its probably just a school boy error on my part but i thought i would throw it out there. Attached my file so you can have a look. Also whats your experiences with these if you have any? Cheers Curtis Link to comment Share on other sites More sharing options...
luckymutt Posted January 6, 2010 Share Posted January 6, 2010 The production_dummy can remain hidden. It has no usefulness to the end user (I suppose it may be referenced by some of the other shaders on the back end, but it provides nothing usable to the user) That error is telling you that a shader is being declared, but it won't work if you try and use it (if it shows up in the UI at all) You can safely ignore the error, or you can just hide it again. The production shaders are quite excellent. I use them all the time. Some can be used for nearly any project (rayswitch, utility shaders) while others are mainly for integrating CG with real-world stuff. A word of warning though...I have found them to be so fun they are addictive. Now I create my own mirror ball images for arch-viz projects as well as for putting Daleks in my living room Link to comment Share on other sites More sharing options...
CJI Posted January 6, 2010 Author Share Posted January 6, 2010 Yeah i tried to ignore it but the shaders never showed and i wasn't able to access the extra mr Portal light options. I went back through it from scratch doin all the "#" . When i came to about 2/3rds down there are a number of lines with information in brackets. Some have the hidden command in them. Beforehand i carried on as normal putting hash in front of them, this time i didn't and voila, no error message and what seems to be working shaders. So far im happy, but i may be missing something. Hey i might give that mirror ball ago and putting daleks in the living room should be a something evryone should do at least once in there life. hehe... Link to comment Share on other sites More sharing options...
luckymutt Posted January 7, 2010 Share Posted January 7, 2010 @uddie - yeah you should only need to unhide the declarations. A lot of the shaders have various controls that are marked as "hidden" that I never touch. It could well have caused an issue if something was un-hidden that should not be (perhaps if a control was put into the mi file and hidden because it is not yet implemented in the shader itself?) Although now I am curious which section you skipped over this time. Can you post a line from the mi file where this is? Glad you got it working. Link to comment Share on other sites More sharing options...
CJI Posted January 7, 2010 Author Share Posted January 7, 2010 Yeah the portal light is now much faster using the the Architectural Environment Portal Light Shader instead of the standard portal light which is far too grainy unless you really up the samples and subsequently render time. The first instance of this is at line 473 for the gui_mip_render_subset (mi) control "enabled" "boolean" ("uiName" "Enabled","value" 1,"nonConnectable", "hidden") There are a few more under this but you can see the hidden within the brackets. I skipped those on the second try and it works so im happy. Haven't tried anymore of the shaders yet not sure what to do with them yet or had the time to experiment. Will get round to it at some point. Link to comment Share on other sites More sharing options...
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