RE: passing U and V vectors to mental ray

Date : Thu, 2 Mar 2006 16:54:38 -0500
To : <XSI(at)Softimage.COM>
From : "Halfdan Ingvarsson" <hingvars(at)Softimage.COM>
Subject : RE: passing U and V vectors to mental ray
Use whichever method you feel is best suited for your particular needs. I was simply pointing out an alternative.

 - ½

> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM]On Behalf
> Of Matt Lind
> Sent: Thursday, 02 March, 2006 16:44
> To: xsi(at)Softimage.COM
> Subject: RE: passing U and V vectors to mental ray
> 
> 
> For those of us stuck in XSI v4.2 where there is no tangent operator, 
> mi_bump_basis is the best readily-available option.
> 
> 
> Matt
> 
> 
> ------------------------------
> Matt Lind
> Animator / Technical Director
> SOFTIMAGE certified instructor:
>    SOFTIMAGE|3D
>    SOFTIMAGE|XSI
> Mantom, Chicago
> Matt(at)Mantom.net
> 
> RE: passing U and V vectors to mental ray
> Date : Wed, 1 Mar 2006 16:14:15 -0500
> To : <XSI(at)Softimage.COM>
> From : "Halfdan Ingvarsson" <hingvars(at)Softimage.COM>
> Subject : RE: passing U and V vectors to mental ray
> 
> The tangent version would not be susceptible to triangle seams. The 
> mi_bump_basis tries to compute bump vectors 
> (tangent/binormals) based on 
> individual triangles, irrespective of neighbours (since 
> mental ray doesn't 
> support topological data). Instead, the tangent op averages 
> tangents over 
> edges that neighbour a vertex. This gives a much better 
> behaved tangents.
> 
> CAV is a color-at-vertices cluster property.
> 
> - ½
> 
> 
> 
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