I had to do this a few months ago here at Omation, what a pain.
The D3 Shaders call the si_bump_basis shader under the hood for the U and V
vectors. You need to use a SPDL connection statement to get the vectors
into your shader so they can be recognized by your code. I had to use 2
SPDLs to get the job done. The 1st SPDL was a wrapper that pulled all the
parameters from the referenced shaders and pushed them to the 2nd SPDL. The
shader code would pull parameters from the 2nd SPDL. Unfortunately, this
isn't documented very well in the XSI docs so you'll be doing a bit of trial
and error before it clicks. Just make sure to use different GUIDs for the
parameters between the 2 SPDLs if you go that route.
With the experience now under my belt, if I had to do it all over again I'd
use mi_bump_basis.c instead. I'd have source code which would be compiled
into the shader, wouldn't be susceptible to changes in XSI, and I wouldn't
have to dork around with inconvenience of multiple SPDLs.
Matt
------------------------------
Matt Lind
Animator / Technical Director
SOFTIMAGE certified instructor:
SOFTIMAGE|3D
SOFTIMAGE|XSI
Mantom, Chicago
Matt(at)Mantom.net
Date : Tue, 28 Feb 2006 17:39:40 +0000
To : XSI(at)Softimage.COM