If you go into the render options, there are now options for Ambient
Diffuse, Specular, Irradiance, Reflection and Refraction which do what you
want, they are called pass channels I believe, there is a tutorial on
Softimage side showing how they work!
Lawrence
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
Wayne
Sent: 08 May 2006 13:34
To: XSI(at)Softimage.COM
Subject: RE: mR framebuffers (not passes) accessible through XSI//GUI?
Hey Tim,
Francesca wrote a ctrl buffers shader for XSI as well. Believe the shader
was updated just recently on cgtalk. Oh, and here are how those boots turned
out. Thanks again for sharing!
www.dubbdesign.com/rebel25.jpg
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
Tim Leydecker
Sent: Monday, May 08, 2006 7:40 AM
To: XSI(at)Softimage.COM
Subject: mR framebuffers (not passes) accessible through XSI//GUI?
Hi folks,
please excuse my ignorance, when I ask if there is a way
to access/write out mR framebuffers directly?
Afaik framebuffers have the advantage not to require the
multiple calculations XSI passes do but dump the individual
mR (specular, diffuse, ambient, normal, Z) render components
directly into seperate files.
For Maya 6+, there is an outputshader called ctrl_buffers
(francesca luce, sp?) that opens this functionality, is there
something compareable available for XSI (freely available..)?
I suck at shaderwriting and anything that requires more than
doing XXX on a form, so coming up with something myself
is at least *not to be expected soon*.
Cheers
tim
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