Re: Replacing the shadertree? Possible?
| Date : Wed, 14 Jun 2006 17:05:59 -0700 |
| To : XSI(at)Softimage.COM |
| From : Andy Jones <andy(at)thefront.com> |
| Subject : Re: Replacing the shadertree? Possible? |
I'd almost rather see this type of effort go into providing Blender with a powerful native node-based rendertree. Either that, or you should try to get Softimage to provide you with a shared technology agreement so you can just improve/rewrite their existing rendertree (I don't know if they actually do that or not). At some point, it just seems kind of silly to implement tools this elaborate that are replacements/enhancements for existing features. Things like overrides and passes will be difficult to keep working, for example. If Softimage wants to remain competitive, at some point, they're just going to have to include new features like this natively. You can bet that whatever it is Discreet is going to eventually come out with will have more features than XSI's rendertree currently has, and not less. That's just how these things go.
What's interesting to me is it actually seems like a pretty reasonable task to implement multiple output shaders in XSI (assuming you have access to the code). Mental Ray already supports struct output. It's just really tough to use it for multiple outputs because the user has to provide all the logic for dealing with components of the struct. All XSI really needs is an implicit struct-accessor shader that can take the output struct as input and read data with an appropriate offset, depending on which output node was used for the connection. With the addition of such an intermediate shader, multiple outputs could be provided without requiring any modification to the input logic of existing shaders. And you could just ignore the intermediate struct-accessor shader to deal with existing single-output shaders. The whole system could remain pretty much backwards-compatible.
I think mutliple inputs and conversions could be addressed in the same way that XSI uses layers now, whereby mixers and other intermediate shaders are provided . IMHO, they just need to improve the interface and feature set for the layering functionality. Messiah definitely seems to have the more elegant solution for this, but it's really just a question of designing the right widget and not letting things get too complex. One thing I really hate is the fact that all the layering gets thrown down at the bottom of the shader. The whole thing has a very "tacked-on" feel.
Keeping dead nodes in the rendertree is sort of a separate topic, since it's totally an interface issue. On the one hand, it'd be nice to never lose a tree I made and accidentally left unconnected, but on the other hand, 90% of the time, I actually don't need the nodes anymore. Maybe what I'd like to see happen is for dangling nodes to be global to the rendertree view, and not get wiped whenever I close the window or change materials. So, the rendertree view would double as a sort of clipboard, not unlike the FXTree. A similar feature I'd like to see even more is a shader node macro/phenomenon engine that would allow shader fragments to be saved and reused on the fly, and referenced into existing trees. This sort of thing could also work nicely with node preview. Node preview could also function as a simple short-circuit for surface, whereby the material would have an implicit connection to whichever node is being previewed, and in a previewing context, that input would be rendered instead of the actual surface input.
I guess my point is that there's nothing fundamentally inconsistent with Mental Ray, the rendertree and these new features. It could be extended to encompass them, and ultimately, that would be the best solution. Of course, far be it from me to stop you from just doing it all yourself. If you do it, and it's better than what XSI's got, I'll use it. And if there's something I feel like I can add, I'd definitely contribute.
-Andy
Thomas Helzle wrote:
Hi Andy,
superb! Does your interface rely on the Lightwave SDK or is it completely standalone? I'm sure this would need some further discussion and testing (especially since it shouldn't mimic XSIs tree too closely ;-) ) I have to do some more reading on such a "base-material" or how this would be called in XSI/MR.
Actually your Histogram tool brought me to the idea of external interfaces when I found out that I can't use Fcurves for shaders in XSI. :-) In messiah I found a pretty cool workaround for the no-Fcurves-in-Shaders problem and now I have a shader in my TLHPro package that can use the timeline/graph editor with all it's bells and whistles for "superfinetuning" of surfaces and other stuff.
Let's see if we can get something going. Anyone else interested to join in?
Thanks and best regards,
Thomas Helzle
On Wed, 14 Jun 2006 23:13:24 +0200, Andy Nicholas <andy(at)andynicholas.com> wrote:
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
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