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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- References:
- shader writing: Array picking menu question
- From: Rob Wuijster <rob(at)glassworksamsterdam.nl>
- Re: shader writing: Array picking menu question
- From: "Reinhard Claus" <rclaus(at)gmail.com>
- Re: shader writing: Array picking menu question
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: shader writing: Array picking menu question
- From: Rob Wuijster <rob(at)glassworksamsterdam.nl>
- Re: shader writing: Array picking menu question
- From: "Reinhard Claus" <rclaus(at)gmail.com>
- Re: shader writing: Array picking menu question
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: shader writing: Array picking menu question
- From: "Reinhard Claus" <rclaus(at)gmail.com>
- shader writing: Array picking menu question
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