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well only shortly after employing the suggestion mentioned by luc-eric... i realized my change range node is doing the same thing lol...
i am multiplying by some number then subtracting some number so its essientally the same thing as changing the range from a normalized 0 - 1 to (-x) - x
i will share any insight that i can guillaume.
later Steven
On 10/2/06, guillaume laforge <
guillaume.laforge.3d(at)gmail.com> wrote:But for displacement a scalar operation should be simplier/faster no ? As it deals with only one number instead of three.
By curiosity, why don't you use math scalar nodes ?
Let us know if you reach maya displacement quality ;-)
Cheers
Guillaume
On 10/2/06, Steven Caron <
carons(at)gmail.com> wrote:
ok thanks for the clarification.. i have been using the color math basic, i know how to better use it now.. thanks!
steven
On 10/2/06, Luc-Eric Rousseau
<lucer(at)softimage.com> wrote:
Generally, any processing should be done in the render tree, in unclamped floating point, and image clip effects should be avoided.
Gain simply means "multiply", and offset means "add". You can use the Color_Math_Basic node to apply either or both of these transformation. The color sliders for 'input 2' are used to enter an individual factor for each channel. If that number must be outside of the 0..1 range, simply type in the values in the edit control of the color slider.
-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:
owner-xsi(at)Softimage.COM]On Behalf Of Steven Caron
Posted At: Monday, October 02, 2006 2:37 PM Posted To: xsi Conversation: trying to find a corresponding parameter from Maya to XSI... Subject: trying to find a corresponding parameter from Maya to XSI...
hey guys
working with some great artists that use zbrush and maya, and I am trying to map some maya parameters in xsi properly.
in maya there is an alpha gain and offset parameter that exists on the "image" or "file" node in the hypershade. i am trying to find the corresponding parameter in XSI. there is a gain parameter in the color correction when you enable effects, but i am unser this is actually the same.
anyone have any insight on this? I am trying to match the quality of displacement that our artist is getting in Maya, so far i am off by a small amount
thanks steven
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