ok shooting
basics, like setting up dev, simple shaders:
http://www.nanomation.co.uk/Tutorial.html
usergroup forum with expert discussions: http://forum.lamrug.org/
forum, resource section at: http://mymentalray.com/
sample source code from the xsi example workgroup
more sample source code: http://animus.brinkster.net/index.html
yet more: ftp://ftp.mentalimages.com/pub/shaders/public-shaders-3.5.7.10.zip
xsibase link to the xsi mr3.6 shader interfaces
http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=33345;start=10
(portal light has been converted as well by now, see further down in the thread)
-Reinhard
On 10/30/07, Tim Leydecker <BauerOink(at)gmx.de> wrote:
> Thanks for the info, guys.
>
> Would you mind providing the link to the xsibase
> thread, you refered to earlier?
>
> I´m most likely out of work until next year and
> would like to use the time to sniff into Maya/XSI
> mR shader+phenomenon writing (on a very basic
> level, it´s more an enerved expression of missing things).
>
> Ending up with a custom arealight geometry node and
> knowing how to write and package phenomena would
> be stellar but to be honest, I expect to suck big time :-)
>
> If you´ve got a tip on must read info, shooot.
>
> Cheers
>
> tim
>
>
> ----- Original Message -----
> From: "Reinhard Claus" <rclaus(at)gmail.com>
> To: <XSI(at)Softimage.COM>
> Sent: Tuesday, October 30, 2007 6:53 PM
> 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
> >> >>>
> >> >>> ---
> >> >>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
> >> >>> body:
> >> >>> unsubscribe xsi
> >> >>>
> >> >>
> >> >
> >> >
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> >> >
> >>
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