You're still not giving much away. How many ways do you think there are of
connecting nodes together in the rendertree. You need to take a look at your
tree, figure out what's going on.
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Christopher
> Sent: 28-December-2005 22:19
> To: kim aldis
> Subject: Re[2]: Points snap to a axis & Mental Ray
>
> Hello kim, well I mean the outcome seems better. What I mean
> to say it seems mental ray the more shaders it passes though
> the more transparent each shader becomes especially when it
> passes thought a phong\blinn shader before hitting the material.
>
> Christopher
>
>
> Wednesday, December 28, 2005, 4:48:04 PM, you wrote:
>
> > What do you mean by 'better'.What sort of tree?
>
> >> -----Original Message-----
> >> From: owner-xsi(at)Softimage.COM
> >> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Christopher
> >> Sent: 28-December-2005 21:43
> >> To: XSI(at)Softimage.COM
> >> Subject: Points snap to a axis & Mental Ray
> >>
>
> >> as Mental ray calculates shaders down the tree the more
> >> shaders it passes though before it hits the material does it
> >> "degrade" in a way. I have found if I skip (sometimes) a
> >> phong or a lambert shader and just go straight into the
> >> surface of the material my outcome is better!
>
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>
> --
> Best regards,
> Christopher mailto:walksfar(at)netscape.ca
>
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