Re: Replacing the shadertree? Possible?

Date : Thu, 29 Jun 2006 11:55:18 +0200
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: Replacing the shadertree? Possible?
But someone has to build that reduced, smaller set in the first place.
I think what Andy's asking for is the best of both worlds; more of the
smaller building blocks but at the same time something that will allow
him to pull those small building blocks together himself into something
simpler. Correct me if I'm wrong, Andy.

Cool.

IÂm not Andy but your recap pretty much encompasses what I personally
would like, Stefan Anderson pointed at in Shake, Jordi asked for when
asking for a dropdown to select a "wood" preset/material, Guillaume wanted
more ways of packaging "phenomenons in artists presets too, and everyone
I missed also mostly stressed that all editing including the lowlevel access
would benefit from being accesible through the rendertree to prevent having
to write a shader, e.g. what would require maintaining an extra structure and
would add to the risk of breaking things when transfering things over to another
installation or place or shop and would make sharing more difficult.

tim

P.S: I really fancy StefanÂs ideas. Exept for the workbench, the hypershade
is better there, doesnÂt delete nodes, the upper part hold all sorts of tabs
to drag down into the workarea (the rendertree *is* the workarea), I canÂt
think of a better layout than the Maya hypershade.

----- Original Message ----- From: "kim aldis" <kim(at)aldis.org.uk>
To: <XSI(at)Softimage.COM>
Sent: Thursday, June 29, 2006 11:30 AM
Subject: RE: Replacing the shadertree? Possible?





-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of Tim Leydecker
Sent: 29 June 2006 09:48
To: XSI(at)Softimage.COM
Subject: Re: Replacing the shadertree? Possible?


But seriously, Andy Jones had pointed out the following here:

>Ultimately, what has benefited us far more is to find ways to reduce
>the building blocks of the shaders to a smaller set which we can then
>change dynamically and have the changes propagate through the job.


[kim aldis]

But someone has to build that reduced, smaller set in the first place. I think what Andy's asking for is the best of both worlds; more of the smaller building blocks but at the same time something that will allow him to pull those small building blocks together himself into something simpler. Correct me if I'm wrong, Andy.



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