Re: multi camera projections
| Date : Thu, 1 Mar 2007 14:42:15 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: multi camera projections |
Before I´m putting together said feature request, is there some other functionality of the Texture_Space_Generator (and the Incidence node) except a Camera list/pick missing?
I´d hope this can become part of the 6.x update, so hurry...
Cheers
tim
----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, February 28, 2007 10:44 PM
Subject: Re: multi camera projections
I still don´t get it. Now also trying both XSI 5.11 and XSI 6.0.
Grouping all objects, selecting the group and going through a
Get>Property>Texture Projection>Camera (and picking a camera)
does indeed create a new projection that is selectable as the Texturespace of, let´s say a checkerboard texture for "all" in a shader.
But what I´m really after is to avoid any reapplication, addition or messing with Projections due to changes in the scene or the partition the "multiCameraProjectionshader" is applied to.
I hate to say it but XSI seems to lack a fundamental functionality as the Texture Space Generator doesn´t provide a Camera list/pick. This would simplify things alot and would also prevent tedious workflows for the user as the amount of Texture projections wouldn´t stack up due to changing things and it would also be alot easier to manage Texture Projections on "All" objects simultaneously, especially on many, sucessively created objects.
All one would have to do is pick the Camera from a list as the Texturespace for "All" without worrying any further. Similar to what the Incidence node offers for Cameras and lights but obviously as part of the Texture Space Generator node...
I´ll log it a feature request, hinting at Maya having this as the default way of using "perspective" fileprojections, e.g. the shader creating the coordinates himself, all objects "getting" that. Adding objects to that network simply requires application of the material to them, no extra steps, no fiddling with texture space.
easy enough...for the artsy types like me.
Cheers
tim
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