Hey Raf,
MRay´s integration is so prominent, most other 3rd party vendors
are asked to support at least the majority of MRay´s nodes.
I would like to stress that I´d prefer to work with each
3rd party renderers native set of tools instead, simply
because there is a chance theirs works different than MRay´s.
Up to the point of accepting five different versions of a Phong
but keeping things organized by simply unchecking all renderers
in the (Pass) preferences and by that making sure I don´t mix things.
The 3DSMax situation that has been refered to is a good example
why I wouldn´t want to mix and be able to cleanly seperate.
If all but the functional nodes are removed from the options,
the artist knows exactly which tools are available to use,
any limitation from that can be directly addressed via the
3rd party renderer provider, in a way that will likely be
consistent across different implementations for the various
3D packages. Taking VRay for example, you had worked in it
in Max, you´d easily create shading networks in Maya or XSI.
Simply because it´s consistent.
When people ask for cross compatibility between renderers,
not to be confused with implementations of the same renderer
engine in various apps, it is imho just because of fear of
losing an essential node.
I think this fear is limiting just as much as the prominent
integration of mRay in XSI (personally, I switched to XSI
because of MRay´s good integration, compared to Maya, btw).
To sum up, as long as there is one prominent engine, the
other´s will allways be asked to be compatible, which
limits progress and might prevent completely different approaches.
Cheers
tim
Raffaele Fragapane wrote:
Lights and shadows are shaders too, and all it'd take to change things
(beside a better lightrig which xsi needs for mray too anyway) is a
different light shader.
MR depthmap shadows really don't set the standard for anything. Software
houses are free to provide their own light rig and to attach a different
CPset to it if they want, or they can provide a different light shader and
some tacked on additional properties to the light.
I still think things are confused here, you seem to think MRay's integration
is hurting other implementations without any way out of it for the other
providers, that is plainly, and simply, wrong.
On Tue, May 6, 2008 at 1:58 PM, Tim Leydecker <baueroink(at)gmx.de> wrote:
The area besides materials and shaders in general
that shouldn´t be forgotten is lights and shadows.
You already mentioned shadows, mR depthmap shadows
really shouldn´t set the standard everybody else
tries to mimik, nor should the limited set of lights.
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