Re: Re: Re: manipulating FG maps, limiting CPU´s used on the master?

Date : Tue, 18 Apr 2006 15:30:58 +0200
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: Re: Re: manipulating FG maps, limiting CPU´s used on the master?
I don't want to break your fun but these shaders have been already 'spdilized'.
you can find the addon here : www.tek2shoot.com


I´m fine with that, have quite some problems in getting "matrix" and "shader"
set up properly using the ShaderWizard for mib_bent_normal_env...

Would have expected to crash XSI with my Color.RGBA>Transform matrix:)

Thanks for the pointer,

Cheers

tim



----- Original Message ----- From: "Harry Bardak" <hb_xsimailinglist(at)hotmail.com>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, April 18, 2006 3:11 PM
Subject: RE: Re: Re: manipulating FG maps, limiting CPU´s used on the master?



hehe :)
I don't want to break your fun but these shaders have been already 'spdilized'.
you can find the addon here : www.tek2shoot.com

To use id_inclexcl/id_nonself you need 'tag' to be setted on object.
Unfortunetly you can't specifie a Tag in Xsi.
Maybe throught an geometry shader ?



----------------------------------------
From: BauerOink(at)gmx.de
To: XSI(at)Softimage.COM
Subject: Re: Re: manipulating FG maps, limiting CPU´s used on the master?
Date: Tue, 18 Apr 2006 14:52:19 +0200

Oh Harry,

now that I´ve started creating an spdl for mib_bent_normal_env,
I can´t stop it - it´s quite fun...will at least add mib_fg_occlusion
and mib_amb_occlusion and´ll check out the id_inclexcl/id_nonself
stuff to see wether the option to ignore/include objects in occlusion
adds my toolbox...

> So basicly, just plug ambient occlusion node in ambient sahder node.

Ahh, that makes perfect sense now.
I didn´t get the "sampling environment" bit.

Thanks again,

Cheers

tim

P.S: Would you mind if I poke you with more questions#
in case I get stuck somewhere?


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