Re: clip maps in XSI
| Date : Mon, 06 Mar 2006 14:09:43 +1030 |
| To : XSI(at)Softimage.COM |
| From : Raffaele Fragapane <jaco(at)thejaco.com> |
| Subject : Re: clip maps in XSI |
just look at the way bump map slots ended up being, with people confused on which one to use, when and why.
if you start adding a clip map to the material node (which I wouldn't scream the roof down for if it happened), which would be an exception in how you handle transparency as opposed to many other elements, why not adding a reflection map as well? and then why not a specular channel too? and maybe add that specular channel to every shading node with a specular too, and then how many special cases are you going to add? after all I think I mapped speculars and reflections a lot more often then I had to clip something (which I'm doing right as we speak for several shots by the way, and I can't see where a sprite node falls short of expectations).
whether people like it not, certain aspects of application design are polarizing in nature, and you probably know this better then I do.
you either get consistancy and an open ended system, or you get immediate fruibility but much more uselessly complicated layouts (and good luck trouble-shooting them, which is one of the main problems we have with XSI right now, trouble shooting abstruse situations that are mostly there because of wrappers and high level interfaces that were put there to dumb down things and curtaining the core in smoke).
at some point you have to draw the line between the poles, figure out how much distance you can cover between such poles, and decide where you put the fulcrum and how much ground on each side you will cover.
I have my opinions about this, and I thought I made it quite clear that what I was saying goes by -MY- opinions and -MY- necessities; I'm not going to argue with anybody about how they should get their work done, I'm only saying how I know I get mine done faster.
the point isn't just clip maps, the point is where things at large are going to go (I was quite flabberghasted to read you saying you couldn't clip map in XSI frankly), and Soft as a company is free to take them in whatever direction will make the most people happy and guarantee the best ROI; however, don't expect me, or some other people for that matter, to like it or shrug it off.
and for the record, if I hear the "but you're a technical person" thing again I think I'm gonna kill 5 kittens and send them to Brad!
my background is architecture and sculpture and I come from a family where we were all introduced to paint and canvas much sooner then to TV, if I could learn how to write a shader or what normals actually do and got more productive for that much, any dummy can.
I'm done ranting now :)
****************************** | Raffaele Fragapane | | Rising Sun Pictures | | "Remember, TD is for TopDog" | ******************************
Luc-Eric Rousseau wrote:
really.. I don't see strong reasons why the material or the surface shader shouldn't have a connection that's explicitly for clipping the material with an image. (As you know, the effect is not the same as transparency, because the specular highlight can apear where the object is transparent.)
I think we agree that not precisly modeling the contour of an object and clipping it with an image instead is a completely legitimate method of quicky modeling objects. Like plants and leaves, flat objects with rough edges that you'd just paint in photoshop, like for example the edge of a knife, clothing accessories, or low-polygon count hair simulated with grids. It's much easier and elegant to combine that with a real transparency map if the node has the surface-clipping concept built-in.
As for the TLE, I think there's room for improvement and it could use some TLC, but the principle is sound and it is being used; that's a discussion for another day. Btw, keep in mind that many artists aren't going to go on forums and pick up a fight with a more technical person about how they get the job done :D
------------------ Luc-Eric Rousseau Team Leader, User Interface Softimage|XSI
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