Re: slight OT: they want what we got!

Date : Tue, 1 May 2007 13:33:42 -0700
To : XSI(at)Softimage.COM
From : "Steven Caron" <carons(at)gmail.com>
Subject : Re: slight OT: they want what we got!
i am working a Max crew right now and we were talking about Max's multi-material and it made me think we could use this idea for cluster based materials.

it would require another type of material... meaning another type of material node you can apply to an object. not another illumination node which comes to the left 'material' node.

from what i understand the multi material in max uses an ID or index. you can apply any shader or shader tree to this index number. then the polygons on the object can be assigned a material ID. the indices connect with each other.

so if implemented in XSI i think we could build a material, expose the ID or index through an override. then plug your material into that index, resulting in a cluster on an object that has been overridden while leaving other clusters intact.

just some thoughts

On 5/1/07, Graham D Clark <mailgrahamdclark(at)gmail.com> wrote:
Hey Guillaume,

On 5/1/07, Guillaume Laforge <guillaume(at)alamaison.fr> wrote:
>
> > -overriding cluster based materials
>
> It is already possible. Just create an empty geometry in the partition and apply your "cluster material" on it.

thats one of  the kludges, but its difficult to support, ie move
around, track, rebuild, and manage, in a large pipeline



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