Dirtmap 1.2 Mental Ray shader maya files
Dirtmap can be used to compute occlusion information with or without environmental (ambient) lighting and bent normals. The shader can be connected to any part of a shading network, by connecting the outValue directly or converting the color information to a float value using a Maya luminance node. By connecting it to a Maya Surface Shader and assigning that to all objects in the scene you can render a pure occlusion pass.
- Copy the MI file to the `maya5.0/mentalray/include` directory.
- Add the following lines after similar declarations in the maya.rayrc
These lines initialize the shader for Mental Ray. If they do not exist
than the shader appears only in Maya but not in Mental Ray,
Dirtmap appears in the HyperShade at the `Create mental ray Nodes/Miscellaneous`
Have a look at Daniel's site for the shader documentation.
Note for Windows XP users:
Windows XP does not include a file called MSVCR70.DLL that is needed
for this shader to work properly. You can find it in the Maya files and
you should put it in the windows/system32 directory. After that the shader
will work nicely.