Is there also a "modded" mia_material (architectural) shader available
for use with the BA_SSS shader? Would be great! :)
Thx... Steffen.
2007/11/15, Schoenberger <XSI(at)digidragon.de>:
>
> |> If I click the SSS=>Framebuffer, Replace=>output button,
> |> it shoots me 2 error messages:
> Hmm, strange that it crashes with that option. Should not, I will check it.
> You are using Xsi 6.x?
>
> About the illumination problem:
> Xsi has a limitation that you cannot plug illum shaders into material shaders, please use the lambert and phong shader, which comes
> with the BA package. Just plug them into the color_switcher and the color_switcher into the BA_SSS.
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
>
> |> -----Original Message-----
> |> From: owner-xsi(at)Softimage.COM
> |> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Mathieu Leclaire
> |> Sent: Thursday, November 15, 2007 12:31 AM
> |> To: XSI(at)Softimage.COM
> |> Subject: RE: render channels
> |>
> |> Oh I see the place where you can assign it a channel but
> |> it will still only
> |> render the SSS on the main channel and all of the other
> |> channels are black.
> |> If I click the SSS=>Framebuffer, Replace=>output button,
> |> it shoots me 2
> |> error messages:
> |>
> |> "DB 0.3 fatal 041052: accessing unkown tag 0x174"
> |>
> |> And
> |>
> |> "Mental ray has encountered a fatal error condition. It
> |> has been disabled
> |> for the rest of this XSI session. Please save your work and contact
> |> softimage support (support(at)softimage.com)"
> |>
> |> And MR stops working. Anyone ever had a similar problem before?
> |>
> |>
> |> Mathieu Leclaire
> |> R&D Programmer
> |> Hybride Technologies
> |>
> |> "Yesterday is history, tomorrow is a mystery, today is a
> |> gift and that is
> |> why it's called the present"
> |>
> |> -----Original Message-----
> |> From: Mathieu Leclaire [mailto:mleclair(at)hybride.com]
> |> Sent: Wednesday, November 14, 2007 6:00 PM
> |> To: XSI(at)Softimage.COM
> |> Subject: RE: render channels
> |>
> |> I'm not sure which version you are referring to (I just
> |> downloaded the last
> |> version) but I can't plug the SSS in any channel. And I
> |> can't plug a
> |> material shader like a phong in the SSS_fast either. So
> |> I'm in trouble if I
> |> want to mix different speculars with different decay values.
> |>
> |> Mathieu Leclaire
> |> R&D Programmer
> |> Hybride Technologies
> |>
> |> "Yesterday is history, tomorrow is a mystery, today is a
> |> gift and that is
> |> why it's called the present"
> |>
> |> -----Original Message-----
> |> From: Schoenberger [mailto:XSI(at)digidragon.de]
> |> Sent: Tuesday, November 13, 2007 6:54 PM
> |> To: XSI(at)Softimage.COM
> |> Subject: Re: render channels
> |>
> |>
> |> And for the SSS, there is the BA_SSS.
> |> It is the same SSS shader, but you can mix it with an input shader
> |> like the BA_color_switcher.
> |> (it will always calculate the light map no matter which
> |> channel you render)
> |>
> |>
> |> There are two ways to render channels with that shader:
> |>
> |> 1. Set default output of the BA_color_switcher to black,
> |> plug it into
> |> the BA_SSS and set the "result color mixer" in the BA_SSS
> |> to "add" (so
> |> it just adds black=nothing to the SSS, but the BA_color_switcher is
> |> still called to render the other channels)
> |>
> |> 2. I don't know which is the latest official version, but
> |> the latest
> |> version I use is able to render the SSS into a render
> |> channel. So you
> |> get the BA_color_switcher for the main image and the SSS
> |> in any channel.
> |>
> |>
> |>
> |> Quoting Mathieu Leclaire <mleclair(at)hybride.com>:
> |> > OK, I'm curious about the render channels.
> |> >
> |> > My first question is more towards the fact that if I
> |> want to rerendering a
> |> > particular channel, MR will process all the other
> |> channels anyway but only
> |> > save the ones in the render channels output. Lets say I
> |> plug an Occlusion
> |> > shader in a Color_StoreInChannel and I create a new
> |> channel that I mix
> |> with
> |> > my phong... I render my main pass and it outputs all my
> |> channels but now I
> |> > want to change the specular and rerender only the
> |> specular. Even if I
> |> > deactivate all the other channels in the render manager,
> |> it'll still
> |> > recalculate the occlusion. Is the only way to avoid
> |> recalculating all the
> |> > other channels is to create a new pass with only the
> |> specular channel? So
> |> > now I have to create the beauty pass with all the
> |> channels and back-up
> |> > passes for all the individual channels or is there a way
> |> for MR to know
> |> not
> |> > to call the shaders plugged into a Color_StoreInChannel
> |> if it's not
> |> > activated in the render manager?
> |> >
> |> > My second question is about the Fast Sub-Surface
> |> Scattering Shader. It
> |> > outputs a purple arrow that plug into the material plug.
> |> Does that mean
> |> > there's no way to plug it into a channel? What's the
> |> deal with that
> |> shader?
> |> > How's it implemented? Does it use openGL or something?
> |> >
> |> > We are doing the jump towards XSI 6.5 and we are trying
> |> to adapt the
> |> > rendering pipeline to it so any advice, tricks and/or
> |> issues you guys fell
> |> > like sharing will be greatly appreciated.
> |> >
> |> > Cheers
> |> >
> |> > Mathieu Leclaire
> |> > R&D Programmer
> |> > Hybride Technologies
> |> >
> |> > "Yesterday is history, tomorrow is a mystery, today is a
> |> gift and that is
> |> > why it's called the present"
> |> >
> |> >
> |>
> |>
> |>
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