SI|3D had shader balls (for material, 2D texture and 3D texture) even before it used mental ray, when it was still Mike Sweeney's renderer.
François
PS: More on Mike Sweeney, a remarkable person:
http://www.cs.ubc.ca/~ksbooth/gi/archive/sweeneyaward.html
> De: "Matt Lind" <speye_21(at)hotmail.com>
> Date: 2006/07/04 mar. AM 04:20:04 GMT-04:00
> À: <xsi(at)Softimage.COM>
> Objet: RE: Replacing the shadertree? Possible?
>
> That's because they tapped into the mental ray shader ball mechanism.
>
> I know mental ray v1.x had shaderballs because I used to hack the shader
> cus files in SI3D to expose them on certain shaders - didn't always work
> though. I can't remember if the shaderballs were discontinued with mental
> ray v2.x or v3.x. I only remember it happened when mental ray did one of
> it's core architecture overhauls.
>
> Matt
>
> ----------------------------
> Matt Lind
> Animator / Technical Director
> Softimage certified instructor:
> Softimage|3D
> Softimage|XSI
> Matt(at)Mantom.net
>
> Date : Tue, 4 Jul 2006 07:21:21 +0100
> To : XSI(at)Softimage.COM>
> From : "kim aldis" kim(at)aldis.org.uk
> Subject : RE: Replacing the shadertree? Possible?
>
> [kim aldis]
>
> Strictly speaking, xsi and SI|3D had shader balls.
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