Thank you _very much_!! :)
2007/11/15, Schoenberger <XSI(at)digidragon.de>:
>
> Try this one:
> http://www.BinaryAlchemy.de/ftp_file/BA_mia_material_phen.spdl
>
> Copy it into the application\spdl folder of the BA shader collection.
> Then open the plugin manager, right-click on the spdl and choose
> "create preset".
>
> You should have it in the texture shader folder of the BA shader collection.
> You can rename the preset and copy it into the material folder of the
> shader collection.
>
> Holger Schönberger
>
>
>
> Quoting Steffen Dünner <steffen.duenner(at)googlemail.com>:
> > 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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