And we thanks you for doing so!!
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf Of
Halfdan Ingvarsson
Sent: Thursday, March 02, 2006 4:55 PM
To: XSI(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.
- 1/2
> -----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.
>
> - 1/2
>
>
>
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