RE: passing U and V vectors to mental ray
| Date : Tue, 28 Feb 2006 14:37:43 -0500 |
| To : <XSI(at)Softimage.COM> |
| From : "Halfdan Ingvarsson" <hingvars(at)Softimage.COM> |
| Subject : RE: passing U and V vectors to mental ray |
|
state->derivs will be filled in for parametric surfaces since
derviatives are easy to derive from those (pun intended).
For
polymeshes, there are no well-defined derivatives, since the surface is not
continuous. It is possible to provide derivatives for polygon meshes but we
don't since not everyone agrees what the best way of computing them
is.
There's a Tangent operator in XSI (Property->Tangent) that you can
apply to a texture projection (which provides UV direction) and a CAV
(which receives the tangents). You can then add a texturespace parameter
to a shader that selects a CAV, which will then get added as a texture
space to the polymesh object and you can get the tangents from
that.
- ½
|
- Follow-Ups:
- RE: passing U and V vectors to mental ray
- From: "Mathieu Leclaire" <mleclair(at)hybride.com>
- RE: passing U and V vectors to mental ray
| DATE: | << | >> | THREAD: | << | >> | INDEX: | Main | Thread |
|---|
- Previous by Date: RE: passing U and V vectors to mental ray
- Next by Date: RE: passing U and V vectors to mental ray
- Previous by Thread: RE: passing U and V vectors to mental ray
- Next by Thread: RE: passing U and V vectors to mental ray
- Index(es):
| Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available. |