Re: Coming back from Maya

Date : Sat, 02 Feb 2008 11:10:14 +0100
To : XSI(at)Softimage.COM
From : Tim Leydecker <baueroink(at)gmx.de>
Subject : Re: Coming back from Maya
Some things worth being mentioned when
transfering data from Maya to XSI and
getting used to the material setup.

------transfer---------------------

*Crosswalk plug-in is a must have

*Make sure you turn off groups, etc
in the Maya *.obj export options

*an easy displacement shader setup you get
when specifying a texture while importing
an *.obj into XSI, good to give you an idea
how a "set range" node is done in XSI.


----------materials-------------------

*get used to the global Ambience color, at first, turn it off.

*there is no surface shader, use a constant.

*get an idea what the "state" nodes do

*get an idea what incidence does

*mix2colors is complicated in it´s layout
but closest to a simple "blend" node you get

*stay away from overrides until you´ve grasped
the concept, use partitions with materials
assigned to them as you see fit per layer instead.
you can create individual partitions for each layer
and drag&drop objects there as needed per layer.

*the store_in channel/buffer stuff is great.

*search the web for the free Binary Alchemy shaders
from Holger Schönberger, setting result on raytype is great.

*you´ll miss colored shadows in XSI, log a feature request,
the is a chance this will finally be implemented by default,
until then, check out the BA shders.

*Strauss is a cool material, somewhere in the material presets.

*Find sRGB_utils from Harry Bardak, basically a gammanode,
pipes in your network, results in mR interpreting the file
as a 2.2. gamma texture, by multiplying it´s RGB values with 0.45.
For correct 8bit preview, comes with a lensshader that pushes the
mR renderview from a crunched 0-1 gamma range to a 2.2. display.
When rendering out to *.exr or *.hdr, you deactivate the lensshader,
resulting in a linear output to file and do gamma/tonemapping in post.

*FG and GI calculation differs depending on the intial size
of objects, FG rays only go a certain amount of sceneuntits,
based in that knowledge, you´ll need to experiment a bit.
Never found the magic spot sofar, just got pissed off about it.

*Wishing for a 3DSMax style implementation of mR/tonemapping
doesn´t help. You should directly wish for something like Vray instead...

-------------------------

The above are the most pressing things I can think of,
a bonus is to find the cgtalk thread where guys like
"flooze" or "dagon" try to mimik maxwell with mR.
Somewhere there is a great FG+GI example for a
studiolight setup using arealights and photons.

Great start for flacons or any type of packshot rendering.
Might need to be translated over from Maya to XSI.


Cheers

tim











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