Hi Thomas,
I started writing a node interface in OpenGL to mimic XSI's. It was only a
beginning, but a good place to start from. At the time I think I was looking
to add a node based interface to Lightwave. If we can figure out a way of
plugging into XSI, then I'm sure we could get this to work.
BTW, isn't it possible to write our own materials now for XSI? Wouldn't that
be the best option for complete customisation of the tree?
Andy
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
Thomas Helzle
Sent: 14 June 2006 21:26
To: XSI(at)Softimage.COM
Subject: Re: Replacing the shadertree? Possible?
On Wed, 14 Jun 2006 21:26:54 +0200, guillaume laforge
<guillaume.laforge.3d(at)gmail.com> wrote:
>> - Automatic on the fly type conversion to get rid of conversion nodes
>> once
> and for all.
> The conversion nodes are automatically created in XSI too. Maybe you
> want to hide them ( at least the option ) ?
Yes, hiding them would be great 99% of the time or we could have conversion
nodes with options, so they aren't completely useless. Why show the user
something he can't change anyway? Color to Scalar for instance could present
you with a choice between R, G, B, A, Average, Max, Min ...).
Creating the nodes automatically is no solution to the cluttered tree. And
if you NEED a specific conversion you can always add it by hand.
>> - Multi-Inputs with Photoshop like layer modes to get rid of mixer
>> nodes
> for all those simple every day needs.
> I never use layers in XSI but you can work this way since v4.0. Not
> complete in Foundation I believe.
The TextureLayerEditor is available in Foundation too since 5.0, but I
prefer to work with nodes and messiah shows how cool it can be implemented.
Each input has a minimixer included so you have multiple connections per
input.
>> Muting inputs or complete nodes >- Keeping unconnected nodes.>- Node
> preview.>- And sure, multiple outputs.
> I agree for all !
>
> Cheers
>
> Guillaume
This could even become some kind of community open source project. Maybe
someone has skills in creating such an interface already, I could help with
some nodes etc.?
Or is this area finally improved in XSI 6.0?
Best regards,
Thomas
> On 6/14/06, Thomas Helzle <xsi(at)screendream.de> wrote:
>>
>> Guillaume, you are right, but it actually is a bit more than that:
>>
>> - Automatic on the fly type conversion to get rid of conversion nodes
>> once and for all.
>> - Multi-Inputs with Photoshop like layer modes to get rid of mixer
>> nodes for all those simple every day needs.
>> - Muting inputs or complete nodes
>> - Keeping unconnected nodes.
>> - Node preview.
>> - And sure, multiple outputs.
>>
>> Especially the second is driving me nuts, since often I want to
>> combine a texture with a surface color. In messiah I can set the
>> input to +, -, * etc to just mix it with the already existing surface or
with the texture below.
>>
>> But today I had it after applying several image textures with alpha
>> channels to a surface. In messiah I just connect the image node to
>> the material input and be done with it: where the alpha is
>> transparent I can see the texture or color below without any further
>> ado. In XSI I need 3 to 4 nodes to get the same. If it would render
>> faster than LW or messiah, I would accept it, but it is in fact slower
with rendering image textures.
>>
>> I already simulate some of the options in my own shaders, but that
>> becomes rather convoluted without a better node interface.
>>
>> And since I can see no development in that area since 4.0, I think
>> about doing my own system.
>> I just thought I ask if something like this exists or was done before.
>>
>> Cheers,
>>
>> Thomas Helzle
>>
>> P.S. For reference: http://www.screendream.de/stuff/messiah_nodes.jpg
>>
>>
>>
>>
>> On Wed, 14 Jun 2006 19:57:09 +0200, guillaume laforge <
>> guillaume.laforge.3d(at)gmail.com> wrote:
>>
>> > I think Thomas idea is something like in Messiah. Shader nodes with
>> > the ability to output several things from the shader.
>> > Would love something like this in XSI !
>> >
>> > A "multi-lightmap" output would be usefull too. Why only one
>> > lightmap
>> input
>> > limitation in the material ?
>> >
>> > Cheers
>> >
>>
>>
>>
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