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shaders_p 3.3.3 for Maya (maya plugin)

shader for multipass rendering and many more

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  • 2013, 2012, 2011, 2010, 2009, 2008

Operating Systems

  • Windows


Last Modified:04/17/2013
File Size: 6.5 MB

Version History

02.04.13 ver 3.3.3
- p_MegaTK: Fixed bug with incorrect IOR value for objects reflected in glass
- p_MegaTK: Fixed bug with russian roulette optimization + Unified Sampling. Glass should be less noisy now
07.02.13 ver 3.3.2
- p_math_output: Fixed bug with value more than 1.0 (introduced in 3.3 version) that may cause of damage of shadow pass
- p_OpenEXR_saver: Switched to OpenEXR 1.7.1 library
- Switched to VS2008
18.01.11 ver 3.3.1
- p_hair_mapping: Fixed rare crash bug. Actually it's mental ray bug, state->bary[0] return NaN value
- p_HairTK: Added experimental option 'FixShaveUV' for fix Shave texture mapping issue
- p_HairTK: Fixed bug with NaN value in some passes with zero hair alpha
13.01.10 ver 3.3
- Added p_shader_replacer shader (mostly for override shader on Fur)
- p_MegaTK: Can be used as photonic shader (diffuse, opacity, reflect and refract)
- p_MegaTK: Changed default value for 'Opacity Mode' from 'Alpha' to 'Average'(need for Maya's swatch)
- p_MegaTK and p_HairTK: Added SpecialC5-SpecialC10 passes
- p_scatter_wrap: Enabled the support for instance light lists (Mode 4)
- p_scatter_wrap: Fixed bug with wrong light direction if 'Spread' == 0
- p_scatter_wrap: Fixed NaN value if 'Max Scatter Distance' == 0
- p_scatter_wrap: Improved sampling pattern for 'Shadow Blur'
- p_HairTK: Added 'Color Variation' parameter
- p_scatter_wrap: Added 'Thin Wall Translucence' effect
- p_HairTK: Added 'Visible for FG' parameter
- p_MegaTK: Fixed bug in 'Fur Diffuse' part. It may produce a little bit different result
- Added p_dielectric_interface shader
- p_motion_to_rgb: Added 'SmoothKit' and 'ReelSmart' mode
- p_MegaTK: Fixed bug with NaN value in reflect/refract part. Fixed reflect/refract amount
- p_HairTK: Added 'Coefficient Back Diffuse' parameter. Diffuse may be look different
- p_HairTK: Added 'Saturation Variation' and 'Gain Variation' parameters
- p_HairTK: Fixed possible bug with incorrect specular normal. Result may be different. Default deviation value was changed (to -0.25)
- Added p_eye texture shader
- p_MegaTK_pass: Fixed bug with resaving all frame images when incremental mi and p_OpenEXR_saver used
- p_OpenEXR_saver: Added meta data to file (like camera matrix, focal, aperture...)
- p_MegaTK and p_HairTK: Fixed crash with detail shadow in rare cases. Actually it's mental ray bug
- p_HairTK: Fixed rare crash bug with rasterizer and raytracing enabled. Actually it's mental ray bug, state->bary[0] return NaN value
- p_MegaTK_pass: Fixed possible crash if 'half' buffer type used with 'frame buffer gamma'. Now frame buffer is always 'float'. It's mental ray bug that was fixed in (Autodesk branch) and
- p_math_output: Fixed possible 'inf' value
- p_MegaTK: Added some optimization for final gather with bump if 'Ignore Bump' enabled
13.11.08 ver 3.2.2

- p_HairTK: Fixed bug with very slow rendering with raytracing in scanline mode if used not TK lights
- p_MegaTK: Fixed bug with very slow rendering with raytracing in scanline mode if used not TK lights
- p_HairTK: Fixed bug with NaN value in incandescence pass
- p_MegaTK: Fixed possible bug with NaN value in incandescence pass
- p_HairTK: Fixed unneeded alpha premult for all passes in rasterizer mode
- p_MegaTK: Fixed unneeded alpha premult for all passes in rasterizer mode
10.11.08 ver 3.2.1
- p_HairTK: Fixed bug with strange dots with trasparency
- p_HairTK: Transparency depth now limited only by 'Transparency Depth' in shader. 0 mean unlimited depth
- p_HairTK: If 'Transparency Depth' reached full opaque hair used instead of multiplied to alpha (black tip)
- p_HairTK: Some minor optimizations and fixes
- p_MegaTK_pass: Now if 'Contrast All Buffers' disabled, it override value in options
- p_HairTK: Fixed bug with very slow render with transparency in scanline mode if used not TK lights
24.10.08 ver 3.2
- Finally removed p_saturation, p_fg_light and p_fg_no_light
- Switched to new frame buffer API. Now used named buffers. Only mental ray and higher. According this change p_MegaTK, p_MegaTK_pass, p_math_output and p_OpenEXR_saver shaders was edited
- In p_MegaTK_pass shader 'OpenEXR' renamed to 'OpenEXR (mi)'. Now exr is always multichannel (because of mental ray 3.6 change/limitation). In mental ray it crash if more than 8 buffers saved to same file (it's mental ray bug, will be fixed in future versions), please be carefull
- Added 'Contrast All Buffers' option for p_MegaTK_pass shader. Warning, this option may dramatically slowdown render
- For p_MegaTK shader enabled the support for instance light lists (Mode 4)
- Added p_HairTK shader (still for test only)
- Removed trick/hack code from p_LightTK and p_MegaTK, that may cause of error or crash in very rare case. This code replaced by mi_shaderstate_get() contruction
- p_CSG shader works correct as shadow shader (only black shadow)
- Added 'Swap AB' parameter for p_CSG shader
- Added p_HairTK_shadow shader
- Switched to OpenEXR 1.6.1 library. Added 'B44' and 'B44A' compressions
- Added 'Visible in Reflect' and 'Visible in Refract' options for occlusion in p_MegaTK shader
- Added 'Russian Roulette Level' option for p_MegaTK shader
- Added 'Ignore Normals' option for Reflect/Refract of p_MegaTK shader
- Added p_physical_lens_dof shader
- Added 11 presets for p_MegaTK shader (Maya only)
- Fixed possible memory leak in p_MegaTK_exit function
- Added p_hair_mapping texture shader
- Added 'Diffuse Roughness' parameter for p_MegaTK shader
- Improved shader GUI in 3dsMax for some shaders. Possible enum menu unstable in Max :(
14.12.07 ver 3.1.2
- Fixed bug in p_SpotTK. Area behind the spot cone not return TK. It may cause of unneeded lighting and incorrect passes.
- Fixed bug in p_PointTK and p_SpotTK. Shadow may disappear if some components of light color equal zero (for example r=0.5 g=0.1 b=0.0)
- Fixed bug in p_MegaTK shader with 'Fur' model (Maya only)
18.06.07 ver 3.1.1
- Fixed bug with 'Attenuation' in p_shadow_transparency shader (attenuation did't work before)
- Fixed bug with 'Bent Normal' pass in p_MegaTK shader under linux
- Added '$ifndef "shaders_p_mi_included"' to mi file to avoid multiple inclusions
- Fixed bug (artifacts in passes) in p_PointTK and p_SpotTK with 'Linear Distance' attenuation
12.05.07 ver 3.1
- Added 'Reflection Falloff' and 'Refraction Falloff' to p_MegaTK
- Added NaN remover to p_MegaTK, all NaN and infinite values will be replaced by zero
- Fixed problem with basis vector in occlusion in p_MegaTK shader, now vector should be in world space
- Added 'Inverse Transparency' to p_shadow_transparency shader
- Added 'Opacity Mode' for occlusion in p_MegaTK shader
- p_MegaTK shader can be used as shadow shader now
- Added 'Ignore Bump' option for indirect illumination in p_MegaTK shader
- Fixed problem with fresnel value more than 1, it happen before sometimes with bump
- Fixed problem with 'Enable Filtering' option in p_MegaTK_pass shader. Before filtering always be enabled
- Added p_grade_color shader
- Added 'Absorbsion In' and 'Absorbsion Out' in p_MegaTK instead of 'Trasparency/Absorb'
- Removed 'Fading Distance' in p_MegaTK and replaced with 'Falloff Start' and 'Falloff Stop' in reflect/refract
- Added 'Falloff to Color' option in p_MegaTK shader for reflect and refract
- Added some optimization for FG rays with multi sampled reflection/refraction. Now for FG always used only 1 sample. 'Path Indirect Samples' divide to 8 for FG rays
- Added 'Reflection Depth' and 'Refraction Depth' override for p_MegaTK
- Added 'Wet Specular' model for p_MegaTK shader
- Commented some unneeded shader: 'p_fg_light', 'p_fg_no_light' and 'p_saturation'. Please read comments in shaders_p.mi for more details
- Added 'Quadratic Distance', 'Cubic Distance' and 'Cubic' attenuation type for p_PointTK and p_SpotTK shaders
- Added different modes for p_motion_to_rgb shader ('Camera Space', 'Raster Space' and 'Krokodove')
- Fixed problem with incorrect saving of mental ray motion vectors with p_OpenEXR_saver
- Changed logic of specular pass in p_MegaTK_pass shader. Now if you have enabled only 'specular' without 'specular_shd' in specular pass will be specular combined with shadow
- Added 'Environment' and 'Shadow' slots for p_ray_type shader. Added 'Reflection Depth' and 'Refraction Depth'
- Fixed problem in p_color_to_float shader with 'shadow' and 'displacement'
- Added 'Light Threshold' to p_PointTK and p_SpotTK
- Added 'Light Radius' and 'Shadow Rays' to p_PointTK, p_SpotTK and p_DirectTK shaders
- Added 'Soft Cone Falloff' parameter to p_SpotTK
- Fixed bug in p_shadow_transparency shader in 'simple' or 'sort' shadow mode (before only first shadow shader taken into account)
08.12.06 ver 3.0.1
- Fixed bug with russian roulette in p_MegaTK shader, now russian roulette used only if reflect and refract enabled
- Some path tracing optimization in p_MegaTK. It may be slightly faster on some scenes (about 5%)
- Fixed bug with writing black channels in p_OpenEXR_saver shader under 64 bit arch
- Now in p_OpenEXR_saver shader TK channels use mi_mem_test_allocate() function instead of 'new' for allocating memory
- Added automatic declaration for p_math_output and p_OpenEXR_saver shaders from p_MegaTK_pass geometry shader, mostly for XSI
- Fixed bug in p_MegaTK_pass geometry shader, now you can save to single OpenEXR file only standard mental ray passes without p_MegaTK passes
- Some docs improve
03.09.06 ver 3.0
- Added 'Self Shadow' option for p_shadow shader
- Recoded Reflect/Refract part of p_MegaTK:
- now samples on isotropic or anisotropic reflect/refract distributed more accurate,
- changed attenuation method in refract, it's like dielectric_material now,
- added 'Anisotropic' for refraction (thanks to Mikhail Lyossin for code)
- Supported Fur effect on polygon object for 3dsmax version
- Recoded 'Cone' parameter of p_SpotTK, now it estimated in degrees and named 'Soft Cone Angle'
- Now in p_PointTK and p_SpotTK shaders during computing 'Linear' and 'Quadratic' attenuation 'Start' parameter used to define where attenuation begin
- Added Bump slot for p_maya_shadingengine shader
- Added p_float4_to_color shader
- Added 'Russian Roulette Optimization' option for disable it in p_MegaTK shader
- Added SpecialC3 and Special4 channels for p_MegaTK shader
- Added 'Gamma' for Occlusion in p_MegaTK shader
- Added 'Samples Decrease Factor' to p_MegaTK shader
- Added 'Path Indirect Diffuse' to p_MegaTK shader
- Added 'Shadow Transparency' for p_scatter_wrap shader
- p_scatter_wrap shader now return 'color' type, fixed bug with wrong light counter
- p_scatter_wrap shader added 'scatter_color', 'wrap_color' and 'terminator_color' parameters
- p_OpenEXR_saver shader now use 'OpenEXR 1.4' library
- p_MegaTK_pass shader now support saving passes to single OpenEXR file
- Fixed bug with alpha value more than 1 in p_MegaTK shader
- Now shaders_p.dll and p_EXR_saver.dll(win version) combined to single dll file (shaders_p.dll)
03.02.06 ver 2.9
- Added p_maya_shadingengine shader
- Modified p_scatter_wrap shader, added 'Trace Depth' parameter and some change in Scattering part for more beauty result
- Added 'Premultiply Alpha' parameter to p_z shader
- Added p_OpenEXR_saver output shader for saving multichannels exr file
- Now in p_MegaTK shader when reach max reflection or refraction trace depth call environment instead of black
- Increase reflection and refraction rendering speed on p_MegaTK
- Added 'Add to Original Normal' parameter to p_MegaTK bump (mostly for 3dsmax)
- Fixed bump problem in p_MegaTK shader
- Added Attenuation Type for p_SpotTK and p_PointTK light shaders