RE: Re[2]: Points snap to a axis & Mental Ray

Date : Wed, 28 Dec 2005 22:29:21 -0000
To : <XSI(at)Softimage.COM>
From : "kim aldis" <kim(at)cg-soup.com>
Subject : RE: Re[2]: Points snap to a axis & Mental Ray
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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