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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