RE: Replacing the shadertree? Possible?

Date : Wed, 28 Jun 2006 13:03:01 -0700
To : XSI(at)Softimage.COM
From : Bradley Gabe <withanar(at)stanwinston.com>
Subject : RE: Replacing the shadertree? Possible?
Hmm, I was under the impression that the tech people panic based on past
experience. ;-)

> I did not argue for a layer-based approach instead of a tree-based approach, I argued for new tools where the material is described by combining elemental, artistic properties together instead of programming functions.  Some of these functions may be complex and a single conceptual connection between two could mean dozens of connections at the low implementation level.  For fudging the results, artist might use tools like paint the shadows and highlights in 3D, or position a gradient with a manipulator in the 3D viewport. It just means that the problems are addressed in different ways, not so much based on how it has to be implemented.   The tech people always get a sense of panic that power will be taken from them any time these discussions occur, but they generally end up benifiting from additionnal tools to play with, and more time to as the mundane stuff begins to work out-of-the-box.  btw I don't know the plans in XSI, but it should be interesting to see how mental ra!
 y'!
>  s metaSL will impact the more technical needs.
> 
> > -----Original Message-----
> > From: Tim Leydecker
> > 
> > Hi Luc,
> > 
> > itÂs true, everything that can be laid out flat and painted easily
> > across meshborders without any seams is an artists dream.
> > 
> > But nodes for condition state of an object/selection are as well,
> > the angle two objects have, the distance in a relation to something
> > else, the lightintensity at a certain point, the viewingangle 
> > all those
> > bits also help in getting the best out of that perfect pink nailgloss
> > painted on previously. ItÂs also great if you donÂt have to repeatedly
> > refresh it whenever you add a layer, e.g. you share a common
> > texture support or UV set, picked one, new color done.
> > 
> > IÂd therefor really wouldnÂt want to limit things to a layer approach.
> > Actually, I hardly ever layer textures in Maya on a specific channel
> > but do often layer entire materials, or misuse a material to get the
> > illuminated areas (including the parts partly occluded by shadow)
> > as a way to select areas and do another operation on those.
> [...]
> 
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