Re: clip maps in XSI

Date : Tue, 7 Mar 2006 23:29:27 +0100
To : XSI(at)Softimage.COM
From : "guillaume laforge" <guillaume.laforge.3d(at)gmail.com>
Subject : Re: clip maps in XSI
 
Guillaume Laforge

 
On 3/7/06, Michaël Bentitou <michaelb(at)hybride.com> wrote:

Hmm… Thanks guillaume, I'm gonna check this out riiiight now!

 

-=mb.

 

 

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of guillaume laforge
Sent: Tuesday, March 07, 2006 4:33 PM
To: XSI(at)Softimage.COM
Subject: Re: clip maps in XSI

 

You can use a Lightmap shader in xsi and then use the generated map to control a push operator. Then keep a little render region in the side of the viewport to update it in "realtime".  It is something similar,  but in xsi you must build it. An example to view procedural in a viewport : http://www.vol2nuit.fr/guillaume/articles/LightMap/LightMap.avi

 

Cheers

 

Guillaume Laforge

 

On 3/7/06, Michaël Bentitou < michaelb(at)hybride.com> wrote:


To merge with Andre's mail, maybe I didn't expressed myself correctly,
but it's a blend of procedural modeling with textures - maybe I don't
have the right term for this.

Sitting 2 desks apart our lightwave guru, I see him modeling stuff with
procedurals that are really unbelievable, in real-time on the fly. It's
like real-time fine displacement. Start off with a 4X4 grid, add like
let's say 25 levels of subdivision - so 25 + on the num keypad in XSi -
and you're able to apply all kinds of procedural textures, and see your
*real?* geometry in the viewport instantly updating.

Sure the rendertree is really powerful, and I agree most of the
procedural nodes are still very basic since the beginning of XSi but I
think we'd still be missing something - maybe another bridge with mental
ray to get the resulting geometry in our viewport, actually seeing it in
wireframe.

It's as if we'd have fine displacement, updating in real time in shaded
view in one of the viewports.

It's very nice.

-=mb.




> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto: owner-xsi(at)Softimage.COM] On
Behalf
> Of kim aldis
> Sent: Tuesday, March 07, 2006 3:09 PM
> To: XSI(at)Softimage.COM
> Subject: RE: clip maps in XSI
>
> It's all there in xsi bar the rendertree nodes. I've messed with a few
> procedural rendering systems, the rendertree is the easiest to use by
far
> because of it's simplicity but the base set of nodes available hasn't
> changed since the very first release of xsi, bar a couple or three.
Adding
> a
> good set of basic nodes - good, simple building blocks that all play
nice
> with each other - would make a world of difference. It'd easily stand
head
> and shoulders above the rest.
>
> > -----Original Message-----
> > From: owner-xsi(at)Softimage.COM
> > [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Michaël Bentitou
> > Sent: 07-March-2006 19:46
> > To: XSI(at)Softimage.COM
> > Subject: RE: clip maps in XSI
> >
> >
> > But it has some really incredible procedural modeling. The
> > level of the detail you can achieve with Lightwave's
> > procedurals is really amazing, something we're greatly
> > missing in XSi...
> >
> > -=mb.
> >
> >
> > > -----Original Message-----
> > > From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
> > Behalf
> > > Of Raffaele Fragapane
> > > Sent: Tuesday, March 07, 2006 2:55 AM
> > > To: XSI(at)Softimage.COM
> > > Subject: Re: clip maps in XSI
> >   (...) but in LW everything
> > > is a phong shader with hardwired options, it has no micropolygon
> > > capabilities in the engine (...) All these things
> > contribute to me not
> > > taking it seriously anymore and not wanting it to be taken as an
> > > inspiration for anything written
> > after
> > > 1998.
> > >
> > >  ******************************
> > > |     Raffaele Fragapane       |
> > > |     Rising Sun Pictures      |
> > > | "Remember, TD is for TopDog" |
> > >  ******************************
> > >
> > >
> >
> >
> >
> >
> > ---
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> >
>
>
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