You might recall the one small step for Blender which was the incorporation of MentalRay support in a build by RCRuiz. Well now comes the giant leap of Blender2MentalRay 0.0.3.
From RCRuiz:
- An addition of an interface in the lights to control the shadowmaps.
- A new interface for baking and reusing of GI, FG and shadowmaps.
- A general Cleaning in the costume area to be able to put costume material and initial information.
- I fix multiple bugs in lamps and materials.
This is the file (.rar) with all the adapted pynodes.
Graphicall admin ZanQdo has been checking it out: “It comes with a special pynode that handles all included shaders in mental ray… it’s just a mater of adding the custom node located in Add/Script and then choosing the mental ray shader from the list [which are from the adapted pynode rar].”
You too can check out this mind-blowing build at graphicall (it’s just the exe so you’ll need a folder with all the libs with pthreadGC2.dll (not pthreadVC2.dll). You can also take a look at the BA thread of RCRuiz’s test using mentalray and pynodes to see how big mentalray nodes can get (also shown in inset)!
*Please note that this build is not an official release nor is this functionality in the CVS for the upcoming Blender 2.43 release. However, if you are a MentalRay user or are looking to be, this might be the build of choice!
