Re: Passes with different cameras/cam shaders

Date : Wed, 31 May 2006 10:05:03 +0100
To : XSI(at)Softimage.COM
From : "Alan Jones" <skyphyr(at)gmail.com>
Subject : Re: Passes with different cameras/cam shaders
Yeah - it's a shame - I've logged a request with Softimage for lens shaders to be added to passes as well as cameras - as for execution order when the pass renders I suggested the camera ones are first followed by the pass ones.

It's unlikely to get done unless a few more people request it though, so drop support (at) soft an email asking for it. Lens shaders are for much more than lenses, but Soft seem to forget that ;-)

Cheers,

Alan.

On 5/30/06, Andy Jones <andy(at)thefront.com> wrote:
What you're doing with the camera is the best way I know of to deal with
lens shaders.  It's too bad that there isn't more control because it
creates a lot of extra work making sure all the cameras are kept in
sync, and creates potential for problem renders.  One thing you can do
if you only use one lens shader in the scene is to disable lens shaders
from the render options for the passes that don't need to lens shader.
You could also drive parameters in a lens shader network with a
parameters on a proxy object placed in partitions with overrides.

I don't think there's a OnPassChange callback, so it might be hard to
get the script to kick in automatically.  That one's actually on the top
of my "callbacks I wish existed" list.  Maybe there's some way to
trigger a script by making a partition for an object with an overridden
dummy parameter that controls something else (like a scripted operator,
maybe?).  This is wonky to the point of not being worth it, though.

If you did actually need the viewport to change for your renders to
work, you could also write a script to control all of your render
logic.  This is how BatchServe works anyway, so it's really easy to do
this sort of thing if you're running it or something similar.

-Andy

Joe Laffey wrote:

> Forgive me, as I am still quite new to XSI...
>
> I am trying to set up a scene with two passes, one uses the toon
> shader on the camera, the other does not. I figured out partitions,
> and how to get the objects setup (which have different shaders per
> pass). I figured out one way to get the lens shaders I want on each
> pass... I duplicated the camera and applied the shader only to one
> camera. Then I set it as the render camera for one pass, with the
> other camera as the render camera for the second pass.
>
> This all works (is there a better way? please fill me in...)
>
> What Doesn't work, though, is that when I switch passes it does not
> automagically switch cameras in my view. This is aminor thing, but it
> would be cool if it did. This is probably scriptable, but I want to
> learn the basics of XSI before I delve into scripting (unless a job
> forces me to do otherwise...)
>
> Thanks,
>
> --
> Joe Laffey                |       Visual Effects for Film and Video
> LAFFEY Computer Imaging   |     -------------------------------------
> St. Louis, MO             |       Show Reel http://LAFFEY.tv/?e01256
> USA                       |     -------------------------------------
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