RE: Replacing the shadertree? Possible?

Date : Tue, 4 Jul 2006 11:50:10 -0400
To : <XSI(at)Softimage.COM>
From : <francois.painchaud(at)sympatico.ca>
Subject : RE: Replacing the shadertree? Possible?
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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