Re: XSI/FXTree livefeed of renderpass?

Date : Wed, 26 Apr 2006 15:41:11 +0200
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: XSI/FXTree livefeed of renderpass?
Hi Adam,

thanks for the step by step explanation.

I think I have a conceptual mistake in my setup wishes,
what I´d want is to simply have a texturechange trigger
the re-render of the flat diffuse pass and autoloading that
pass into the comp (containing AO+shadow+flat diffuse).

I´m not looking for realtime 3D viewport update but
comp viewer update.

To get this to work, without scripting, there´d need to
be at least an autoupdate flag to individual renderpasses
and an autoupdaterefresh to the individual passes input in
the FXtree. It boils down to two flags, as - at least for the
region tool - XSI successfully refreshes whenever a texture
is changed (by another app). You´d still have to wait for the
re-rendering of the flat pass but that´s o.k.

It would be nice to have the region tool or better any
viewport or renderpass as a node in the FXtree, especially
if you could set their output to fit a specific camera e.g the
rendersettings of a select pass.

One could also think about how to expand this to using
a imagesequence as input to a 3D cameraprojection for
painting mattepaintings but I´m not sure if this would be
an advatage over using multiple projections and baking.

Cheers


tim





----- Original Message ----- From: "Adam Seeley" <adam.seeley(at)clearpost.co.uk>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, April 26, 2006 2:51 PM
Subject: RE: XSI/FXTree livefeed of renderpass?



It's quite straightforward.

Apply your texture to your object.
Open the FxTree and select the texture you just applied by looking under the Clip pulldown.
You will have two linked nodes, Fromclip & ToClip. Put a node such as Colour Correction between the two nodes.


i.e. FromClip-->ColourCorrection-->ToClip

Then you will see realtime changes in the 3D window.

A.

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf
Of Tim Leydecker
Sent: 26 April 2006 13:38
To: XSI(at)Softimage.COM
Subject: Re: XSI/FXTree livefeed of renderpass?


small update,

there was a thread a while back called:

"FXTree output to Render Tree"

Showing how to alter an image in realtime using
the FXtree and seeing updates in realtime, could
be a way to accomplish what I´m after.

Unfortunately, due to f**cking timeconstraints,
I can´t investigate this any further and´ll probably
just go the XSI>Combustion route (updating the
diffusepass with a click) as my Combustion*.lic
is on another PC anyway, at least I won´t run into
memory issues from conflicts in having ZBrush
(for painting), XSI and Combustion trying to grab
all RAM available on my shoddy box...

Cheers

tim

P.S: I guess I should get rid off that Aston/ButtonPusher
job and learn how to successfully accumulate lifeenergy
from having room too breathe instead. (My girlfriend nods)




----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, April 26, 2006 12:37 PM
Subject: Re: XSI/FXTree livefeed of renderpass?



Hi Adam,

thanks for the info and query. What I hope to achieve is
to pipe a *not yet rendered/updating renderview* into
an otherwise static FX Tree composition.

Like putting a viewer (displaying the last renderregion or
renderpassrender on the correct frame) in the middle of
a comp and using that to influence the final comp.

If I´d have to refresh a couple of times by manually re-
rendering a pass (e.g sequence of frames, like a turntable),
reloading a pass and re-chaching the result in FXTree I´d
not gain much really over a solution using XSIpass(es)>AE
or XSIpass(es)Combustion and doing the comp there.

Additionally, I´d not require Adv/Ess but could do (later)
with a Foundation license...

Cheers

tim


----- Original Message ----- From: "Adam Sale" <adamsale(at)shaw.ca>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, April 26, 2006 4:24 AM
Subject: Re: XSI/FXTree livefeed of renderpass?




as far as I can tell from your post Tim, this is the very nature by which XSI's passes work.

I wasn't sure what you meant by *realtime* though, because you would still have to
render the changes in the pass, to see the updated results in your comped FX tree


Is this what you are getting at?

- Building your XSI scenes w lights / textures

- creating new passes with overriden partitions to split off features you wish to
isolate, whether single / multiple objects

- rendering all passes, importing into FX tree via: pass > get all passes

- creating comp, adjustment nodes, and outputting to a : nodes > file output node.


- if you update any image node in the tree by rendering only that images pass: pass > reload all images/ paths .... whatever the command is called...

Something like that?

Adam





----- Original Message -----
From: Tim Leydecker <BauerOink(at)gmx.de>
Date: Tuesday, April 25, 2006 4:22 am
Subject: XSI/FXTree livefeed of renderpass?

Hi folks,

I´m looking for a way to feed the changes to textures/images
via a pass into a FXtree composition, e.g. update a specific
pass (by re-evaluating a specific texture/image only) and see
the composed result in *realtime* to speed up shader setup.

http://www.hafenlola.com/downloads/Ley_buddy72.jpg

(Showing the passes comped, wip of adding color to the
flat diffuse layer, here done in static, e.g. not directly to
texture...)
I´ve build a comp that would work in AE and Combustion
by basically splitting ambient occlusion, a simplified beauty
containing the shadows and the flat, unshaded diffusemaps.

I´d like to update only the diffuse mapped pass, e.g. paint
textures, refresh (by saving the textureimage) and see the
resulting pass rendered using the above described comp.

I can´t do this using AE or Combustion since they miss
a livefeed bridge to XSI (via, let´s say *.rpf or whatever).
My best bet would be that I *could* automatically feed
an updated pass into a *static* comp (containing AO/shadow)
using the FXtree, right?

Cheers

tim





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