RE: Fast Skin Shader and light flags

Date : Wed, 15 Mar 2006 11:31:42 -0500
To : <XSI(at)Softimage.COM>
From : "Halfdan Ingvarsson" <hingvars(at)Softimage.COM>
Subject : RE: Fast Skin Shader and light flags
I myself prefer the phrase "cynical and jaded commentary"..
 
 - ½


From: owner-xsi(at)Softimage.COM on behalf of adrian
Sent: Wed 15-Mar-06 11:15
To: XSI(at)Softimage.COM
Subject: Re: Fast Skin Shader and light flags

does that count as a disparaging remark about mental images?
 
lol
 
a
----- Original Message -----
Sent: Wednesday, March 15, 2006 3:53 PM
Subject: RE: Fast Skin Shader and light flags

There isn't a standard mechanism in mental ray to deal with it. If such a thing was standardised then it wouldn't be a problem but as it is each (er.. both) 3d vendor cooks up their own solution.
 
There is in PRMan a standard mechanism for this but it took mental images 15 years to add REYES support to mental ray so I'm not really holding my breath on this one.
 
 - ½


From: owner-xsi(at)Softimage.COM on behalf of guillaume laforge
Sent: Wed 15-Mar-06 10:43
To: XSI(at)Softimage.COM
Subject: Re: Fast Skin Shader and light flags

>Specular/diffuse toggles for lights are an XSI specific thing that they don't support in their shaders
I don't understand this choice ! All the main 3d applications got a specular toggle for lights. They can't forget a such basic feature !

It is the same thing with the "mi_car_paint_phen" and  "mi_metallic_paint" shader too !
Mental Ray gives use the ability to render specular in a "pass channel" but it is unusable if the shaders don't handle specular correctly...

Guillaume


On 3/15/06, Halfdan Ingvarsson <hingvars(at)softimage.com> wrote:
The fast skin shader was made by mental images. Specular/diffuse toggles for lights are an XSI specific thing that they don't support in their shaders, unfortunately.
 
 - ½


From: owner-xsi(at)Softimage.COM on behalf of loganarts
Sent: Wed 15-Mar-06 10:05
To: XSI
Subject: Fast Skin Shader and light flags

Hello list,

 

Been using the fast skin shader a lot recently and i dont know if this issue has been discussed ehre before but:

If i uncheck speculars from my lights, it still renders the speculars in the surfaces using the shader. if i uncheck diffuse it still considers it for the sss and diffuse...The idea of setting up partitions and overrides to have speculars and diffuses separatelly scares me a lot.

Is it me or the implementation of this shader wasnt properly done on that?

Tech dudes help me out here:)

 

Saludos amigos!

 

Mario



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