On 7/30/07, Gene Crucean <emailgeneonthelist(at)gmail.com> wrote:
> Why is that?
Hmmm perhaps I'm mis-interpreting what you want when you say pass-like.
> I'm saying that the channel ala pass system would just be for setup and
> control. All it would do is tell MR what to do with the buffers. How does
> that make it like passes?
I'd interpreted it as you wanted to have a separate shader tree for
each frame buffer. Which means that mental ray is calculating the data
for each framebuffer. The existing system with its pass-through node
is particularly efficient because it takes a value which has been
calculated already, places it in the framebuffer, then passes the
value on for where ever it was originally intended.
Cheers,
Alan.
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