Hello,
Ahmidou Lyazidi wrote:
>Did you found a way to make it work this way?
>I didn't, how do you pass
those mental ray tags from xsi to MR, this property doesn't seems to
exist in XSI.
I assumed you could read the tags and specify them explicitly in the
shader, but as you say, it does not work. I've taken a look at Max's
(from ctrl.studios) code for manually setting tags and then passing
those to the shader:
http://forum.lamrug.org/viewtopic.php?f=6&t=936&p=4211
Implemented that as a geo shader but nothing happened.
I also exported an .mi file from XSI and read the tags from there and
plugged one of them back in to the shader but no luck.
Also tried fruitlessly to read tags directly by compiling a render-tree
node and using the code from the XSI wiki:
http://softimage.wiki.avid.com/index.php/Using_references_(mental_ray)
I can pass the tags just fine and can make my shader output the correct
tags while rendering. But after trying this I think that it's just not
as simple as copying and pasting the tag value of an object in to the id_inclexcl port. Obviously I am missing something
very fundamental here. Any ideas?
-Amaan
Ahmidou Lyazidi wrote:
Did you found a way to make it work this way? I didn't,
how do you pass those mental ray tags from xsi to MR, this property
doesn't seems to exist in XSI.
2008/2/29, Amaan Akram <xsilist(at)warpedspace.org>:
Ahmidou
Lyazidi wrote:
>You're right MR in xsi can do it but it's not implemented/exposed
(or I
didn't found a way to do it) in the occlusion shader there is 2
parameters,
>id_inclexcl and id_nonself you must
tag(with a mental ray tag) the objects with ID and put this ID in
thoses parameters to include or exclude
>objects in the occlusion.
This MR Amb.Occ shader is exposed via an SPDL in the
T2S_MentalRay
collection. (mib_amb_occlusion)
SPDL:
http://www.amaanakram.com/temp/mib_amb_occ_spdl.jpg
download from
http://www.tek2shoot.com/knowledge-base/softimage-xsi/unexposed-mental-ray-shaders-v1.1-32-64.html
Hope it helps solve the problem!
-Amaan
Ahmidou Lyazidi wrote:
You're right MR in xsi can do it but it's
not
implemented/exposed (or I didn't found a way to do it) in the occlusion
shader there is 2 parameters,
id_inclexcl and id_nonself you must
tag(with
a mental ray tag) the objects with ID and put this ID in thoses
parameters to include or exclude
objects in the occlusion.
It would be very usefull to have it (like the others...)
2008/2/29, pingo van der brinkloev
<xsilist(at)comxnet.dk>:
hehe,
damn. can't do that. the objects dissapear in reflections.
Oh BY THE WAY! THIS should be included in some next release! I KNOW
other packages has this. and since the AOC is now part of MR and not
some 3rd party (very cool) dirt shader anymore...??? rantrantrant.
I might just paint it out... LIKE NAN!
Morten what's that ctrl_studio?
cheers all.
On 29/02/2008, at 16.19, Andreas Bystrom wrote:
> just disable secondary rays on the object works for what you want,
if
> I understand it correctly..
>
> you may also try the raylength shader in the BA collection, it can
do
> occlusion and has an option to ignore transparent objects which
can be
> handy sometimes as well.
>
> On Fri, Feb 29, 2008 at 2:32 PM, Morten Bartholdy
> <xsi(at)colorshopvfx.dk>
wrote:
>> Maybe one of the Ctrl_Studio shaders...
>>
>> - MB
>>
>>
>>
>>
>> ----- Original Message -----
>> From: "pingo van der brinkloev" <xsilist(at)comxnet.dk>
>> To: <XSI(at)Softimage.COM>
>> Sent: Friday, February 29, 2008 1:51 PM
>> Subject: ambient occlusion receive/transmit
>>
>>
>>> Hey list.
>>>
>>> Isn't it possible to make an object receive AOC but not
cast it on
>>> itself? Like all those nice reflection/refraction/FG
switches in the
>>> visibility options.
>>>
>>> I cant use not seen by secondary rays switch cause I've got
>>> reflective
>>> objects in the scene...
>>>
>>> how anoying.
>>>
>>> cheers
>>>
>>> pingo
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