Hi,
just to clearify:
You will still have to write your own parser (.mi or .obj for example) and build all geometry/UV/Normal/motionvector etc. from scratch, because using "mi_api_object_file" is restricted to mentalray standalone (never really got the reason for that...)
Cant read in mi-files directly...if you want to render directly in XSI, that is.
Have a look here:
http://www.lamrug.org/resources/placeholdertips.html
Greetz
Philipp
Amaan Akram schrieb:
Hi Sebastian,
Thanks for letting me know that it's possible. I am hoping to populate
a scene with low-res geometry and have it swapped out with high rez
one via a geo shader when a ray hits the bounding box.
thanks
amaan
Sebastian Faber wrote:
Yes it is possible. We did it in our inhouse crowd tool. Another
possibility
is to read a point cache within the geo shader.
LIGA_01 COMPUTERFILM GmbH Sebastian Faber
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-----Ursprüngliche Nachricht-----
Von: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] Im
Auftrag von
Amaan Akram
Gesendet: Donnerstag, 1. Mai 2008 10:51
An: XSI(at)Softimage.COM
Betreff: Geoshaders & external mi flies
Hello everyone,
I've got a scene with potentially a lot of memory-hungry polygonal
data and was wondering if it is possible to use Mental Ray
Placeholders in XSI to introduce on-demand object loading and flushing.
Is it possible to load external .mi files from within a geoshader in
XSI's mental ray (3.5?) implementation?
thanks,
amaan
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LIGA_01 COMPUTERFILM GmbH
Philipp Oeser
MUNICH
Landwehrstrasse 60-62
80336 Munich, Germany
fon: +49 - (0)89 - 51 555 8-88
fax: +49 - (0)89 - 51 555 8-77
www.liga01.com
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