[no subject]

Cheers

tim

P.S: After having had a _really_ tough show yesterday I´m not in a mood
to reply to _any other posts regarding conversation loops or ones that could
be interpreted as the serious self-overrating of a clouded mind. It´s not worth it.



----- Original Message ----- 
From: "Andy Jones" <andy(at)thefront.com>
To: <XSI(at)Softimage.COM>
Sent: Thursday, June 29, 2006 8:26 PM
Subject: Re: Replacing the shadertree? Possible?


> Yeah, that's the idea.  What's funny is Mental Ray is already set up to do this. 
> All the surface shaders in XSI are examples of shaders built around several 
> building blocks.  That's why I think a lot of this stuff isn't a hallucination at 
> all -- Mental Ray totally supports pretty much every feature we've talked about in 
> some way or another.
>
> As far as the "black box" debate goes, right now the biggest reason to do it is 
> that you can't easily share intermediate calculations to be reused by other 
> shaders.  Even if there were a great phenomenon-generation tool, separate nodes 
> doing the same calculations is an efficiency problem, especially if there's ray 
> tracing involved.  For example, try making a shader with two specular algorithms 
> combined behind a mixer, like you would with a clear-coated surface.  Turn shadows 
> and some verbose messages on and notice that Mental Ray sends outs twice as many 
> shadow rays.  Sometimes this is addressable with multiple outputs, and other times 
> it's not.  In this case, it's particularly tricky because what you need to do is 
> compute an array of light samples and send it to both shaders so they can attenuate 
> the highlights each their own way. In a shader like T2S, this is taken care of by 
> having multiple specular models you can turn on and off within the shader (though I 
> actually preferred a more general "primary, secondary, tertiary" solution where you 
> pick which model to use each time.)  Rendering in passes alleviates some of these 
> ploblems, but not all.  For this reason, we structure our shading behind a fairly 
> monolithic shader node.  But we try to allow things to be overridden by custom 
> solutions wherever it might be needed.  And once the customization starts, smaller 
> nodes become very useful.
>
> -Andy
>
> kim aldis wrote:
>
>>
>>>-----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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>
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