i have to second that. i dropped a question about exactly that some
month back and ended up with changing quite a bunch of materials,
because i coulndt overide a non existing shader.
i dont know how it would be possible in this special clip map case, but
i like the way soft is going with the rendertree/TLE. its just another
interface doing the same thing at the end. and even if i never used
the tle(i LOVE nodes) i see that ppl would prefere it.
ciao
franky
Monday, March 6, 2006, 10:05:36 AM, you wrote:
DY> Sorry if I'm missing something as I just re-signed-up to the list this
DY> morning...
DY> One advantage I can see for adding the clipping input directly into the
DY> material node is how much easier it would be to override. Right now you
DY> really have to plan ahead and add sprite nodes into all your trees to
DY> open up this possibility.
DY> Again, sorry if that was already mentioned... I'll probably find out
DY> that was topic of this thread in the first place now... :)
DY> DAN
DY> kim aldis wrote:
>>And speaking of bump maps, wouldn't it be better to get bump maps working
>>before adding more layers of things we can do anyway?
>>
>>I'm with Raf on the clip map thing. You can do it already, why complicate
>>things.
>>
>>
>>
>>
>>>-----Original Message-----
>>>From: owner-xsi(at)Softimage.COM
>>>[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Raffaele Fragapane
>>>Sent: 06-March-2006 03:40
>>>To: XSI(at)Softimage.COM
>>>Subject: Re: clip maps in XSI
>>>
>>>what I'm saying is not that I absolutely don't want to see a
>>>clip map in the options; what I'm saying is that in first
>>>place there IS a straightforward and elegant solution to get
>>>it done, and secondly what I don't want to see is more bloat
>>>or confusion when I open something.
>>>
>>>just look at the way bump map slots ended up being, with
>>>people confused on which one to use, when and why.
>>>
>>>
>>>
>>
>>---
>>Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
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>>
>>
>>
DY> ---
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