Blog: Some notes from the hidden MR production shaders in Maya

These notes are in progress and have not really been edited yet. I just thought I'd do a first pass. I will go back thru and do a final pass in a few weeks.


First off to use the hidden MR production shaders in Maya you will need to shoot a mirrorball, the mirrorball should be placed in the exact spot you are going to have your cg element sit. Crop the mirror ball image to the edges of the mirror ball. You will also need to shoot a background image. Create a camera in the scene, under the environment tab, assign an image plane and load your background image. Make sure your Maya cameras filmback matches your background plate. You can check the camera properties in Adobe Bridge and find the focal length of your camera, make sure your Maya camera matches. Under the render settings make sure the resolution gate matches the image size. Check the "Device aspect ratio" under the common tab in the render settings match the "Film Aspect Ratio" in the cameras filmback. Drop your object in the scene and try to match the perspective (ie, the position of the camera).






Camera shape / mental ray tab / Environment shader / mip_rayswitch_environment (under Environment)
Background: (image you use)
Environment: (the mirrorball image)

Background / select "mip_camera_map"

from the Mental Ray tab.

"mip_camera_map" selects the image you want to use (the background in the image plane).

select the background image used in the image plane.

go back to the "mip_rayswitch_environment". (Focus / mip_rayswitch_environment)

Under the Mental Ray tab select the miror ball "Mip_mirorball" node under "Environments".

Under the Mental Ray tab select the miror ball "Mip_mirorball" node under "Environments".

go to the texture

Image Name (folder icon) / locate the mirorball image. Now test render the scene.

Focus "mip_mirorball" set the Degamma to 2.2.
Focus "mip_cameramap" set the degama to 2.2
Render Settings / Indirect Lighting Tab > enable final Gathering

Render Settings / Quality Tab > Raytrace/Scanline Quality > Max Sample Level from 0 to 1



Render Settings / Quality Tab >Raytracing > Reflections 3, Refraction 3, ..... see screen cap.

We are now going to connect a new environment to the "Backround" input in the "mip_matteshadow" (this will be the "mip_rayswitch"").
Middle click / drag the "mip_rayswitch_environment" node onto the background input.