Re: shader writing: Array picking menu question

Date : Wed, 31 Oct 2007 11:03:22 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: shader writing: Array picking menu question
Wow, thanks Reinhard!

overwhelmed. Thanks also to the other guys
contributing, it´s great to have tutorials, code
snippets and functional samples to start with!

Cheers

tim


----- Original Message ----- From: "Reinhard Claus" <rclaus(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, October 30, 2007 11:03 PM
Subject: Re: shader writing: Array picking menu question



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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>> >>> body:
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>> >>>
>> >>
>> >
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