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phenomena in Metashader portion of SPDL

phenomena in Metashader portion of SPDL

2005-03-07       - By Haarm-Pieter Duiker

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Reply:     1     2     3     4     5     6     7  

Hello,

I'm trying to put together an SPDL file for a phenomenon. The declaration is
straightforward in the .mi language but is proving to be a little elusive to
implement in an SPDL. The Phenomenon section of the SPDL documentation seems
easy enough but the documentation suggests that we should be using the
Metashader when working with XSI 4.0 and up. I'm trying to go in that direction
but the documentation on writing a phenomenon within a Metashader section isn't
an complete as one would hope. Does anyone know of examples of this situation?

There is one more issue that I was hoping someone could shed a little light on.
The phenomenon, testSurface8_v1, is a simple wrapper around another shader,
testSurface_v1. testSurface_v1 doesn't have an SPDL nor do I want it to. I
would like it to be accessible for use within the phenomenon but not within the
interface. Is this possible? If it is, again, does anyone know of any examples
of this situation?

Thanks in advance for your help,
Haarm-Pieter Duiker

PS Here's the SPDL file as it stands now :
#XSI-Wizard
SPDL
Version = "2.0.0.0";
Reference = "{9a5d9da7-2f59-11d9-b849-000c766f0ed7}";
PropertySet "testSurface8_v1"
{
  Parameter "out" output
  {
    title = "testSurface8_v1 output parameter";
    guid = "{4C6879FF-7EC8-11D0-8E3B-00A0C90640EC}";
    type = color;
    flags = 0;
    texturable = off;
  }

  Parameter "in0" input
  {
    title = "in 0 ";
    guid = "{17343817-8f5f-11d9-b89b-000c766f0ed7}";
    type = color;
    flags = 0;
    texturable = on;
    value = 0.0 0.0 0.0 0.0;
  }
  Parameter "in1" input
  {
    title = "in 1 ";
    guid = "{17343818-8f5f-11d9-b89b-000c766f0ed7}";
    type = color;
    flags = 0;
    texturable = on;
    value = 0.0 0.0 0.0 0.0;
  }
  Parameter "in2" input
  {
    title = "in 2 ";
    guid = "{17343819-8f5f-11d9-b89b-000c766f0ed7}";
    type = color;
    flags = 0;
    texturable = on;
    value = 0.0 0.0 0.0 0.0;
  }
  Parameter "in3" input
  {
    title = "in 3 ";
    guid = "{1734381a-8f5f-11d9-b89b-000c766f0ed7}";
    type = color;
    flags = 0;
    texturable = on;
    value = 0.0 0.0 0.0 0.0;
  }
}

MetaShader "testSurface8_v1_declare"
{
  Name = "testSurface8_v1";
  Type = material;
  Renderer "mental ray"
  {
    Name = "testSurface8_v1";
    BeginText
    declare shader
      color "testSurface_v1" (
        array color  "passList"
      )
      version 1
      apply material
    end declare

    declare phenomenon
      color "testSurface8_v1" (
        color        "pass0",
        color        "pass1",
        color        "pass2",
        color        "pass3",
      )

      shader "test" "gkrMultipassSurface_v1" (
        "passList" [
          = interface "pass0",
          = interface "pass1",
          = interface "pass2",
          = interface "pass3",
          ]
      )

      root = "test"

      version 1
      apply material
    end declare
    EndText
    Options
    {
      "version" = 1;
    }
  }
}

# NOTE: You must use this same GUID when you make your own shader spdls.
BEGIN "{24810490-56FF-11d2-BF23-00A0C982CE5D}"
Defaults
{
  in0
  {
    Name = "in0";
    Description = "in 0 ";
    UIType = "rgba",4;
  }
  in1
  {
    Name = "in1";
    Description = "in 1 ";
    UIType = "rgba",4;
  }
  in2
  {
    Name = "in2";
    Description = "in 2 ";
    UIType = "rgba",4;
  }
  in3
  {
    Name = "in3";
    Description = "in 3 ";
    UIType = "rgba",4;
  }
}
Layout "Default"
{
  in0;
  in1;
  in2;
  in3;
}

# This optional section allows you to use a different DLL
# name than the name of the spdl file.
Plugin = Shader
{
  Filename = "testShaders1.0.dll";
}
END

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