rather put it in photon volume, you're extremely unlikely to ever use that
port :-)
I use this all the time, never had any problems with it, doesnt slow down in
the slightest bit.
you could argue that part of the tree gets translated to mental ray, so it
would somehow take a bit of time and memory - but as long as you're not
putting a zillion nodes you wouldnt possible notice a difference.
only issue is that certain shaders, (i guess its phenomena?) can be only
plugged into the surface port so you cant use this trick.
----- Original Message -----
From: "Wayne Williams" <w1343(at)comcast.net>
To: <XSI(at)Softimage.COM>
Sent: Monday, July 23, 2007 3:33 PM
Subject: Re: FX tree nodes vs. render tree nodes
Bill Blakesley showed me a neat trick to use until Soft gets the issue
addressed. Take a mix 8 node and plug all kind of potential branches you
might like to keep into it. Then plug that into and unused slot of the
Material port. Something like the photon port if you arent using GI etc. My
question is, do those branches still get calculated even if Photons are
turned off in the render globals?
-wayne
----- Original Message -----
From: "Ignasi Vidal" <ignasi(at)elastoplanet.com>
To: <XSI(at)Softimage.COM>
Sent: Monday, July 23, 2007 6:59 AM
Subject: Re: FX tree nodes vs. render tree nodes
I use a "switch color" every time I have an option that I want to keep in
the future... just a workaround.
todd akita escribió:
Right now if I think there's something in the RT I may want to keep
around then I ctrl-C copy it.
-T
Wayne Williams wrote:
The fix for the rendertree nodes disappearing has been asked for since I
started using XSI at v3. Perhaps this is something that CAN'T be fixed
without breaking a ton of other stuff? Soft usually listens and attends
to user requests like this fairly quickly, especially when they are
asked for as much as this one has been. The silence from the devs on the
issue leads me to think it's a bit tougher to fix then what we'd all
like to think. But then again, the Soft devs are always all ninja and
busting out feature packed releases out of nowhere. Maybe they just
don't have the time to fix something they consider not that major of a
bug just yet?
-Wayne
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