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	<title>Comments on: mip_gamma_gain and mentalRaySwatchGen</title>
	<atom:link href="http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/</link>
	<description>more serious than before (in a good way)</description>
	<lastBuildDate>Thu, 26 Jan 2012 13:50:37 +1100</lastBuildDate>
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		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/comment-page-1/#comment-10234</link>
		<dc:creator>david</dc:creator>
		<pubDate>Fri, 06 Feb 2009 12:51:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=108#comment-10234</guid>
		<description>mip_gamma_gain can be used for maya fileTextures and procedurals. For example if you want to use a fileTexture for diffuse color in a mia_material_x then connect the fileTexture.outColor to mip_gamma_gain.input, and then connect mip_gamma_gain.outValue to mia_material_x_diffuse

You can also use it when using maya shaders like blinn and phong, but then the hypershade swatch display will be incorrect. It still renders ok, but you would probably wan to to use maya&#039;s gammaCorrect instead in this case.</description>
		<content:encoded><![CDATA[<p>mip_gamma_gain can be used for maya fileTextures and procedurals. For example if you want to use a fileTexture for diffuse color in a mia_material_x then connect the fileTexture.outColor to mip_gamma_gain.input, and then connect mip_gamma_gain.outValue to mia_material_x_diffuse</p>
<p>You can also use it when using maya shaders like blinn and phong, but then the hypershade swatch display will be incorrect. It still renders ok, but you would probably wan to to use maya's gammaCorrect instead in this case.</p>
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		<title>By: alucard_cg</title>
		<link>http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/comment-page-1/#comment-10233</link>
		<dc:creator>alucard_cg</dc:creator>
		<pubDate>Fri, 06 Feb 2009 10:31:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=108#comment-10233</guid>
		<description>Hello david , my question  is whether  the mip _gamma _gain  shader   could  not  connect a  file texture  and only could connect procedure textures?   if it  could,how to do?

And another thing is  i want to use  the mip_shadow _reflection  shader and  other &quot;hide&quot; shaders in maya 2008,could you sent me a  mental ray  customNodeClass. mel of maya 2008  ,thank you very much!</description>
		<content:encoded><![CDATA[<p>Hello david , my question  is whether  the mip _gamma _gain  shader   could  not  connect a  file texture  and only could connect procedure textures?   if it  could,how to do?</p>
<p>And another thing is  i want to use  the mip_shadow _reflection  shader and  other "hide" shaders in maya 2008,could you sent me a  mental ray  customNodeClass. mel of maya 2008  ,thank you very much!</p>
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		<title>By: david</title>
		<link>http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/comment-page-1/#comment-10208</link>
		<dc:creator>david</dc:creator>
		<pubDate>Wed, 17 Dec 2008 12:10:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=108#comment-10208</guid>
		<description>Paul, I&#039;m not sure why those swatches are not updating. Are you refering to the mip&#039;s or all mr shaders? Things like mia_material_x should certainly update, but the mip&#039;s do not, unless you modify mentalrayCustomNodeClass.mel
Since you tried that already, it seems that you maybe introduced an error, which is very easy to do, believe me. Try renaming your modified file to hide it and see if the default shaders work correctly again when you restart maya. If you do suspect your edited file, feel free to email it to me and I will see if anything looks strange.

There is a link to some unofficial mip hypershade icons on my downloads page - http://www.djx.com.au/blog/downloads/ Just copy them to your icons folder and restart maya.</description>
		<content:encoded><![CDATA[<p>Paul, I'm not sure why those swatches are not updating. Are you refering to the mip's or all mr shaders? Things like mia_material_x should certainly update, but the mip's do not, unless you modify mentalrayCustomNodeClass.mel<br />
Since you tried that already, it seems that you maybe introduced an error, which is very easy to do, believe me. Try renaming your modified file to hide it and see if the default shaders work correctly again when you restart maya. If you do suspect your edited file, feel free to email it to me and I will see if anything looks strange.</p>
<p>There is a link to some unofficial mip hypershade icons on my downloads page - <a href="http://www.djx.com.au/blog/downloads/" rel="nofollow">http://www.djx.com.au/blog/downloads/</a> Just copy them to your icons folder and restart maya.</p>
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		<title>By: ozone1970</title>
		<link>http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/comment-page-1/#comment-10207</link>
		<dc:creator>ozone1970</dc:creator>
		<pubDate>Wed, 17 Dec 2008 04:00:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=108#comment-10207</guid>
		<description>David, excellent information as usual greatly appreciated.
I am using Maya 2009 x64 but all of my swatches are static. (very boring)
I checked the mentarayCustom NodeClass file copied it like you suggested,
revealed the internal shaders (excellent) but none of them have icons and they
are all static. I put the line after them:
return &quot;rendernode/mentalray/material:shader/surface:swatch/mentalRaySwatchGen&quot;;
But ALL mental ray swatches seem static.
Do you have any suggestions?
Cheers,
Paul</description>
		<content:encoded><![CDATA[<p>David, excellent information as usual greatly appreciated.<br />
I am using Maya 2009 x64 but all of my swatches are static. (very boring)<br />
I checked the mentarayCustom NodeClass file copied it like you suggested,<br />
revealed the internal shaders (excellent) but none of them have icons and they<br />
are all static. I put the line after them:<br />
return "rendernode/mentalray/material:shader/surface:swatch/mentalRaySwatchGen";<br />
But ALL mental ray swatches seem static.<br />
Do you have any suggestions?<br />
Cheers,<br />
Paul</p>
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		<title>By: AlexPummer</title>
		<link>http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/comment-page-1/#comment-9980</link>
		<dc:creator>AlexPummer</dc:creator>
		<pubDate>Wed, 29 Oct 2008 20:54:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=108#comment-9980</guid>
		<description>Excellent Post, I will be trying this out. Like how you figured out how generate swatches.</description>
		<content:encoded><![CDATA[<p>Excellent Post, I will be trying this out. Like how you figured out how generate swatches.</p>
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		<title>By: jasonhuang1115</title>
		<link>http://www.djx.com.au/blog/2008/10/22/mip_gamma_gain-and-mentalrayswatchgen/comment-page-1/#comment-9916</link>
		<dc:creator>jasonhuang1115</dc:creator>
		<pubDate>Thu, 23 Oct 2008 14:58:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.djx.com.au/blog/?p=108#comment-9916</guid>
		<description>Thank you, David. will try!!</description>
		<content:encoded><![CDATA[<p>Thank you, David. will try!!</p>
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