Hi people,
before to send mail at Softimage support, I would like to ask if
some people
have my same problem baking
illumination FG illumination in a Vertex Color suppor. I'm going
mad for to
understand what could be the problem.
Please try to run these lines on script editor...
NewScene
CreatePrim "Grid", "MeshSurface"
CreatePrim "Cube", "MeshSurface"
SetValue "cube.cube.length", 1
SelectObj "grid", , True
Translate , 0, -0.576378135990722, 0, siRelative, siView, siObj,
siXYZ, , ,
, , , , , , , 0
ApplyShader "Material\Constant", , , , siLetLocalMaterialsOverlap
SetValue "grid.Material.Constant.color.red", 0.925
SetValue "grid.Material.Constant.color.green", 0.475
SetValue "grid.Material.Constant.color.blue", 0.475
ActivateObjectSelTool
SelectObj "cube", , True
ActivateObjectSelTool
ApplyShader , , , , siLetLocalMaterialsOverlap
AddProp "RenderMap"
SetValue
"Passes.Default_Pass.RenderOptions.EnableFinalGather", True
SetValue "cube.RenderMap.maptype", 1
CreateVertexColorSupport , "Vertex_Color", "cube"
SetInstanceDataValue , "cube.RenderMap.cav", "Vertex_Color"
RegenerateMaps "cube.RenderMap"
DeselectAll
SetDisplayMode "Camera", "constant"
XSI will crash.
If you try to subdivide cube with 24 steps in U V and Base, XSI
doesn't
crash.
It happens only while backing VertexColor, not with RenderMaps.
I already found a workaround, but I would like to know how to avoid
crash...
Some pople had this problem ? XSI Bug ?
Really thanks for any interest.
アンドレア パドヴァン
Andrea Padovan
Tool Designer (at)
SEGA CORPORATION
AM R&D Dept.#1 Arcade Team
AM R&D Div.
http://www.sega.co.jp/
Blr. Founder
http://www.borderliner.it
Actually located in Tokyo Japan