Re: shader writing: Array picking menu question

Date : Wed, 31 Oct 2007 10:21:32 +0100
To : XSI(at)Softimage.COM
From : Rob Wuijster <rob(at)glassworksamsterdam.nl>
Subject : Re: shader writing: Array picking menu question
It seems like some people are inspired by all this :-)

The list of shaders is growing now, so have a look at XSIBase, and contribute if you want to ;-)

cheers,

Rob Wuijster
Glassworks Amsterdam


Reinhard Claus wrote:
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

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