Re: Tek2shoot Mental ray car paint shader

Date : Mon, 11 Jun 2007 12:16:42 +0200
To : XSI(at)Softimage.COM
From : Sebastien Ortega <sebastieno(at)def2shoot.com>
Subject : Re: Tek2shoot Mental ray car paint shader
Yes, the lights Diffuse/Specular attributes must be programmed in the source code, so there's nothing Tek2Shoot can do for you.

You must have noticed that in XSI 6 the "native" car paint still doesn't take it into account (architectural neither I guess).
It seems that it has to be programmed specially for xsi (at least that's what I did in t2s_illumination)...


Cheers,
Seb



Alan Jones a écrit :
It would require source code access to fix. So assuming it isn't just
a spdl for the standard mental ray one then it'd be doable for them.
If it's a spdl for the MR shipped one then you've got squat chance.
Mental Images pretty much don't care about making their shaders work
properly with XSI - it's all aimed at maya. Of course they're welcome
to prove me wrong and release the code or make the actual changes, but
Softimage just get a binary from them so far so there's nothing anyone
outside Mental Images can do about it.

Cheers,

Alan.

On 6/7/07, Kris Rivel <krisrivel(at)gmail.com> wrote:

Yeah I remember this bug. I think I saw the developers saying they were
working on a fix on XSIbase but I haven't heard anything since then....not
sure.


 Kris

 Andi Farhall wrote:


Has anybody been able to get the car paint shader to respect diffuse and specular switches in lights? Nothing seems to effect it apart from the lights intensity.

Andi.
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