Re: shader writing: Array picking menu question

Date : Tue, 30 Oct 2007 18:53:18 +0100
To : XSI(at)Softimage.COM
From : "Reinhard Claus" <rclaus(at)gmail.com>
Subject : Re: shader writing: Array picking menu question
Hi Tim -- as far as I've understood, portal lights are area lights
that do a lookup on the environment - this would mean since there's no
new core functionality involved, chances are good that portal lights
work with 3.5 (XSI 6.02 and 6.5) presumed of course you have access to
MR 3.6 through an autodesk 2008 package (or a trial version thereof!).
For some shaders (motionblur, mirror ball and white ball) it's already
confirmed that it works.

On 10/30/07, Rob Wuijster <rob(at)glassworksamsterdam.nl> wrote:
> Tim,
>
> As far as I can tell from the mi files it should work with MR 3.4 and
> up. Don't know what version is in 6.02 though. But I'm just skimming the
>   files right now, so there might be some issues to conquer.
>
> vr.gr.,
>
> Rob Wuijster
> Glassworks Amsterdam
>
>
> Tim Leydecker wrote:
> > Sorry to butt in, Claus, got intrigued...
> >
> > When *hinting* to the architectural.dll>portal lights
> > you´re refering to XSI 6.5 right?
> >
> > There´d be no way of getting that out of the
> > (otherwise binary compatible) XSI 6.0 scenes?
> >
> > Cheers
> >
> > tim
> >
> >
> > ----- Original Message ----- From: "Reinhard Claus" <rclaus(at)gmail.com>
> > To: <XSI(at)Softimage.COM>
> > Sent: Tuesday, October 30, 2007 2:59 PM
> > Subject: Re: shader writing: Array picking menu question
> >
> >
> >> Hi Rob
> >> have a peek into the spdls from the phenolib directory.
> >> contour.out.spdl has
> >> a "obj_array" named parameter which might be what you're after.
> >> mib_geo_instance_mlist.spdl has a material array (type=material)
> >> I don't know whether all these are handled ui wise by xsi
> >> some other interesting new shaders are in the new version of the
> >> architectural dll by the way (e.g. portal lights).  Not intending to
> >> sound
> >> like *hint * hint * ;-)
> >>
> >> Cheers,
> >> Reinhard
> >> On 10/30/07, Rob Wuijster <rob(at)glassworksamsterdam.nl> wrote:
> >>>
> >>> Hi all,
> >>>
> >>> I'm looking into the production shaders from the MR 3.6 library, to see
> >>> if I can write a PPG or two....
> >>>
> >>> The mi code states the subset shader as follows:
> >>>
> >>> declare shader "mip_render_subset" (
> >>>          boolean "enabled"        default on,
> >>>          array geometry "objects",
> >>>          array integer  "instance_label",
> >>>          material       "material",
> >>>          boolean "mask_only"      default off,
> >>>          color   "mask_color"     default 1 1 1 1,
> >>>          color   "background"     default 0 0 0 0,
> >>>          color   "other_objects"  default 0 0 0 0,
> >>>          boolean "full_screen_fg" default on
> >>>      )
> >>>      apply lens
> >>>      version 5
> >>> end declare
> >>>
> >>>
> >>> How can I set an array for the geometry picking:
> >>>
> >>>         Parameter "objects" input
> >>>         {
> >>>                 GUID = "{6E5F6515-FF4B-42FA-B9D6-9F4E1231359D}";
> >>>                 UI "mapping" = "{38D56C23-8C0D-11D0-857D-00A02417D029}";
> >>>                 Inspectable = off;
> >>>                 Type = array
> >>>                 {
> >>>                         Parameter "objects" input
> >>>                         {
> >>>                                 GUID =
> >>> "{B4A7E44E-6C8B-46CA-8698-6DDB36C244D8}";
> >>>                                 Type = ????????;   <----How to have XSI
> >>> look at geometry here? -->
> >>>                         }
> >>>                 };
> >>>         }
> >>> }
> >>>
> >>> The same goes for the "material" entry as well....
> >>>
> >>> cheers for any answers, as it has been a while since I did this
> >>> conversion writing, and am slowly working my way through the SDK now,
> >>>
> >>>
> >>> Rob Wuijster
> >>> Glassworks Amsterdam
> >>>
> >>> ---
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> >>> body:
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> >>>
> >>
> >
> >
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