RE: sharing render trees + materials

Date : Wed, 14 May 2008 13:53:37 -0500
To : <XSI(at)Softimage.COM>
From : "Matt Lind" <mlind(at)carbinestudios.com>
Subject : RE: sharing render trees + materials
Not entirely sure what you're asking, but off the top of my head I'd say
you can use partitions w overrides to localize the materials while
keeping them referenced.

For example, you have 40 objects referencing your shiny, red reflective
material, but 10 of those objects need the red to animate to yellow.
Put 30 of those objects into Partition A, put the other 10 into
Partition B.  Apply an override to Partition B for the RGBA color
parameters.  Animate the override parameters to go from red to yellow.
One material, many variations.  Rinse and repeat process for all other
variations you need to make.  NOTE: Applying lots of overrides to the
scene will drag XSI down, so plan ahead and keep overrides to a minimum.

As for animation, you can use the animation mixer to localize the data
so you can apply your usual assortment of offset maps, offset keys, or
just plain shuffle them around the timeline when your client comes back
and changes his mind.  Just make sure to put all your objects into
models.  If your objects are the same (eg: ball_1, ball_2, table_2,
table_3, ...), then keep the object name the same but use different
model names (model.ball, model2.ball, model3.table, model4.table, ...).
This will simplify animation sharing/transfer in the mixer as you won't
need to bother with connection templates....assuming you don't store the
model name inside the action source.


Matt


 

> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Eric Deren
> Sent: Wednesday, May 14, 2008 9:44 AM
> To: XSI(at)Softimage.COM
> Subject: sharing render trees + materials
> 
> 
>   Is there a simple way to feed shared materials into a 
> mix_2colors node?
> 
>   I've got three basic "colors" (that each have their own 
> reflectivity, environment maps, etc.,) and I know the client 
> is going to come back and want to change them.  But I've got 
> a bunch of objects that I need to keyframe to change from one 
> "color" to the next, at different times.
> 
>   It appears that each object needs it's own render tree in 
> order to animate the color changes, but the render trees need 
> to pull from shared texture "branches" because I don't want 
> simple client color critiques to take me hours down the road. 
>  Any thoughts?
> 
> -Eric
> 
> 
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