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shader wizard question on .mi file to spdl

shader wizard question on .mi file to spdl

2005-03-21       - By Rob Wuijster

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Well, I seem to get it working, although XSI doesn't always like the "testing"
part of the shader ;)
But as far as people like to know, the following works, any tips are always
welcome....
Oh...., and the slider defines what part of the "cube" is rendered out ;)

-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------
SPDL
Version = "2.0.0.0";
#=====================================================
# MI declarations for latlong_lens Mental Ray shader
# by Ralf Habel (ralf.habel@(protected))
#=====================================================

Reference = "{D18D6A3B-BA9C-4EF3-91BD-147AE70F6769}";
PropertySet "cubemap_lens_params"
{
Parameter "out" output
{
 title = "cubemap_lens output parameter";
 guid = "{4C6879FF-7EC8-11D0-8E3B-00A0C90640EC}";
 type = color;
 flags = 0;
}
Parameter "cubemap_lens" input
{
 title = "";
 guid = "{B6A2EEBA-01 (See http://EBA-01.ora-code.com)CE-4174-8152-5CE267ED4BAE}";
 type = integer;
 flags = 0;
 texturable = on;
 value = 0;
 value minimum = 0;
 value maximum = 5;
 writable = on;
 animatable = on;
 persistable = on;
 readable = on;
 inspectable = on;
}
}
phenomenon "cubemap_lens_declare"
{
Name = "cubemap_lens";
Version = 1;
Use = lens;
Trace = on;
Scanline = on;
shadow = on;
face = both;
}
BEGIN "{24810490-56FF-11D2-BF23-00A0C982CE5D}"
Defaults
{
cubemap_lens
{
 Name = "cubemap_lens";
 Description = "";
 Commands = "{F5C75F11-2F05-11D3-AA95-00AA0068D2C0}";
}
}
Layout "Default"
{
cubemap_lens;
}
Logic
{
}
END
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----

cheers for the replys,

rob wuijster
s-5 multimedia
holland

__ ____ ____ ____ ____ ____ ____

From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of
Halfdan Ingvarsson
Sent: Monday, March 21, 2005 5:31 PM
To: XSI@(protected)
Subject: RE: shader wizard question on .mi file to spdl


The GUID for the shader itself and the "cubemap_lens" params are the same. Just
change one value in either one and all should be fine.

Yes, yes. I know. GUIDs suck. We're working on it, honest...

- ½

  -- --Original Message-- --
  From: owner-xsi@(protected) [mailto:owner-xsi@(protected)]On Behalf Of Rob
Wuijster
  Sent: Monday, 21 March, 2005 05:55
  To: XSI@(protected)
  Subject: shader wizard question on .mi file to spdl
 
 
  Hi,
 
  Is seems to be one of those days -again-. Trying to "convert" the cubical lens
shader with a Maya .mi file into XSI's SPDL.
  The shader wizard seems to do a good job except one of the GUID's is shot and
gives -offcourse- a parsing error in the spdlcheck utility.
 
  So I created one for myself and that seems to do the trick when checking the
spdl file. At least no erros are genereated.
  But installing this into XSI gives me an error, and in the logfile a spdlcheck
is adviced for errors. But the check goes fine, so I'm missing something here
and it's still early.....??
 
  -- ---- ---- ---- ---- ---- ---- ---- ---- --
  Here's the original .mi code:
 
  # MI declarations for latlong_lens Mental Ray shader
  # by Ralf Habel (ralf.habel@(protected))
 
  declare shader
  color "cubemap_lens" (
    integer "lensMode"                 #: softmin 0 softmax 5 default 0
  )
  version 1
  apply lens
  scanline off
  trace on
  #: nodeid 58676
  end declare
  -- ---- ---- ---- ---- ---- ---- ---- ---- -----
 
  Looks easy enough..
  And here's the spdl generated from the shader wizard (from within Firefox, IE
doesn't even want to run):
  -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---
  SPDL
  Version = "2.0.0.0";
 
  Reference = "{D18D6A3B-BA9C-4EF3-91BD-147AE70F6769}";      NOTE: this GUID was
shot with an : character in the last set of characters
  PropertySet "cubemap_lens_params"
  {
  Parameter "out" output
  {
   title = "cubemap_lens output parameter";
   guid = "{4C6879FF-7EC8-11D0-8E3B-00A0C90640EC}";
   type = color;
   flags = 0;
  }
  Parameter "cubemap_lens" input
  {
   title = "cubemap_lens input parameter";
   guid = "{D18D6A3B-BA9C-4EF3-91BD-147AE70F6769}";            NOTE: this GUID
was shot with an : character in the last set of characters
   type = integer;
   flags = 0;
   texturable = off;
   value = 0;
   value minimum = 0;
   value maximum = 5;
   persistable = on;
   inspectable = on;
  }
  }
  phenomenon "cubemap_lens_declare"
  {
  Name = "cubemap_lens";
  Version = 1;
  Use = lens;
  Trace = on;
  Scanline = on;
  shadow = on;
  face = both;
  }
  BEGIN "{24810490-56FF-11d2-BF23-00A0C982CE5D}"
  Defaults
  {
  cubemap_lens
  {
   Name = "cubemap_lens";
   Description = "";
  }
  }
  Layout "Default"
  {
  cubemap_lens;            NOTE: name of .dll file
  }
  Logic
  {
  }
  END
  -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --
 
  Code looks fine to me, but XSI doesn't really likes it.
  Anyone on this, I was so confident I could do this after some previous
fiddling with shaders and spdls..... ;)
 
 
  cheers,
 
  rob wuijster
  s-5 multimedia
  holland


<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META http-equiv=Content-Type content="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1">
<META content="MSHTML 6.00.2900.2604" name=GENERATOR></HEAD>
<BODY>
<DIV dir=ltr align=left><SPAN class=181512217-21032005><FONT face=Arial
size=2>Well, I seem to get it working, although XSI doesn't always like the
"testing" part of the shader ;)</FONT></SPAN></DIV>
<DIV dir=ltr align=left><SPAN class=181512217-21032005><FONT face=Arial
size=2>But as far as people like to know, the following works, any tips are
always welcome....</FONT></SPAN></DIV>
<DIV dir=ltr align=left><SPAN class=181512217-21032005><FONT face=Arial
size=2>Oh...., and the slider defines what part of the "cube" is rendered out
;)</FONT></SPAN></DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial color=#0000ff
size=2>-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ------</FONT></SPAN><
/DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial color=#0000ff
size=2>SPDL<BR>Version =
"2.0.0.0";<BR>#=====================================================<BR># MI
declarations for latlong_lens Mental Ray shader<BR># by Ralf Habel (<A
href="mailto:ralf.habel@(protected)">ralf.habel@(protected)</A>)<BR>#========
=============================================</FONT></SPAN></DIV>
<DIV>&nbsp;</DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial color=#0000ff
size=2>Reference = "{D18D6A3B-BA9C-4EF3-91BD-147AE70F6769}";<BR>PropertySet
"cubemap_lens_params"<BR>{<BR>&nbsp;Parameter "out"
output<BR>&nbsp;{<BR>&nbsp;&nbsp;title = "cubemap_lens output
parameter";<BR>&nbsp;&nbsp;guid =
"{4C6879FF-7EC8-11D0-8E3B-00A0C90640EC}";<BR>&nbsp;&nbsp;type =
color;<BR>&nbsp;&nbsp;flags = 0;<BR>&nbsp;}<BR>&nbsp;Parameter "cubemap_lens"
input<BR>&nbsp;{<BR>&nbsp;&nbsp;title = "";<BR>&nbsp;&nbsp;guid =
"{B6A2EEBA-01 (See http://EBA-01.ora-code.com)CE-4174-8152-5CE267ED4BAE}";<BR>&nbsp;&nbsp;type =
integer;<BR>&nbsp;&nbsp;flags = 0;<BR>&nbsp;&nbsp;texturable =
on;<BR>&nbsp;&nbsp;value = 0;<BR>&nbsp;&nbsp;value minimum =
0;<BR>&nbsp;&nbsp;value maximum = 5;<BR>&nbsp;&nbsp;writable =
on;<BR>&nbsp;&nbsp;animatable = on;<BR>&nbsp;&nbsp;persistable =
on;<BR>&nbsp;&nbsp;readable = on;<BR>&nbsp;&nbsp;inspectable =
on;<BR>&nbsp;}<BR>}<BR>phenomenon "cubemap_lens_declare"<BR>{<BR>&nbsp;Name =
"cubemap_lens";<BR>&nbsp;Version = 1;<BR>&nbsp;Use = lens;<BR>&nbsp;Trace =
on;<BR>&nbsp;Scanline = on;<BR>&nbsp;shadow = on;<BR>&nbsp;face =
both;<BR>}<BR>BEGIN
"{24810490-56FF-11D2-BF23-00A0C982CE5D}"<BR>Defaults<BR>{<BR>&nbsp;cubemap_lens
<BR>&nbsp;{<BR>&nbsp;&nbsp;Name
= "cubemap_lens";<BR>&nbsp;&nbsp;Description = "";<BR>&nbsp;&nbsp;Commands =
"{F5C75F11-2F05-11D3-AA95-00AA0068D2C0}";<BR>&nbsp;}<BR>}<BR>Layout
"Default"<BR>{<BR>&nbsp;cubemap_lens;<BR>}<BR>Logic<BR>{<BR>}<BR>END</FONT><
/SPAN></DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial color=#0000ff
size=2>-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----</FONT></SPAN></DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial size=2>cheers for the
replys,</FONT></SPAN></DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial size=2>rob
wuijster</FONT></SPAN></DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial size=2>s-5
multimedia</FONT></SPAN></DIV>
<DIV><SPAN class=181512217-21032005><FONT face=Arial
size=2>holland</FONT></SPAN></DIV>
<DIV dir=ltr align=left><BR></DIV>
<DIV class=OutlookMessageHeader lang=en-us dir=ltr align=left>
<HR tabIndex=-1>
<FONT face=Tahoma size=2><B>From:</B> owner-xsi@(protected)
[mailto:owner-xsi@(protected)] <B>On Behalf Of </B>Halfdan
Ingvarsson<BR><B>Sent:</B> Monday, March 21, 2005 5:31 PM<BR><B>To:</B>
XSI@(protected)<BR><B>Subject:</B> RE: shader wizard question on .mi file to
spdl<BR></FONT><BR></DIV>
<DIV></DIV>
<DIV><SPAN class=561572916-21032005><FONT face=Arial color=#0000ff size=2>The
GUID for the shader itself and the "cubemap_lens" params are the same. Just
change one value in either one and all should be fine.</FONT></SPAN></DIV>
<DIV><SPAN class=561572916-21032005><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=561572916-21032005><FONT face=Arial color=#0000ff size=2>Yes,
yes. I know. GUIDs suck. We're working on it, honest...</FONT></SPAN></DIV>
<DIV><SPAN class=561572916-21032005><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=561572916-21032005><FONT face=Arial color=#0000ff
size=2>&nbsp;- ½</FONT></SPAN></DIV>
<BLOCKQUOTE dir=ltr
style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #0000ff 2px solid;
MARGIN-RIGHT: 0px">
 <DIV class=OutlookMessageHeader dir=ltr align=left><FONT face=Tahoma
 size=2>-- --Original Message-- --<BR><B>From:</B> owner-xsi@(protected)
 [mailto:owner-xsi@(protected)]<B>On Behalf Of </B>Rob
 Wuijster<BR><B>Sent:</B> Monday, 21 March, 2005 05:55<BR><B>To:</B>
 XSI@(protected)<BR><B>Subject:</B> shader wizard question on .mi file to
 spdl<BR><BR></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005>Hi,</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>Is seems to be
one
 of those days -again-. Trying to "convert" the cubical lens shader with a
Maya
 .mi file into XSI's SPDL.</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>The shader wizard
 seems to do a good job except one of the GUID's is shot and gives -offcourse-
 a parsing error in the spdlcheck utility.</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>So I created one
 for myself and that seems to do the trick when checking the spdl file. At
 least no erros are genereated.</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>But installing
 this into XSI gives me an error, and in the logfile a spdlcheck is adviced
for
 errors. But the check goes fine, so I'm missing something here and it's still
 early.....??</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005>-- ---- ---- ---- ---- ---- ---- ---- ---- --</SPAN>
</FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>Here's the
 original .mi code:</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005># MI declarations
 for latlong_lens Mental Ray shader<BR># by Ralf Habel (<A
 href="mailto:ralf.habel@(protected)">ralf.habel@(protected)</A>)</SPAN><
/FONT></DIV>
 <DIV>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>declare
 shader<BR>&nbsp;color "cubemap_lens" (<BR>&nbsp;&nbsp;&nbsp;integer
 "lensMode"&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 #: softmin 0 softmax 5 default 0<BR>&nbsp;)<BR>&nbsp;version 1<BR>&nbsp;apply
 lens<BR>&nbsp;scanline off<BR>&nbsp;trace on<BR>&nbsp;#: nodeid 58676<BR>end
 declare</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005>-- ---- ---- ---- ---- ---- ---- ---- ---- -----<
/SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>Looks easy
 enough..</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>And here's the
 spdl generated from the shader wizard (from within Firefox, IE doesn't even
 want to run):</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005>-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---<
/SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>SPDL<BR>Version =
 "2.0.0.0";<BR></SPAN></FONT><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>Reference =
 "{D18D6A3B-BA9C-4EF3-91BD-147AE70F6769}";&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; NOTE:
 this GUID was shot with an : character in the last set of
 characters<BR>PropertySet "cubemap_lens_params"<BR>{<BR>&nbsp;Parameter "out"
 output<BR>&nbsp;{<BR>&nbsp;&nbsp;title = "cubemap_lens output
 parameter";<BR>&nbsp;&nbsp;guid =
 "{4C6879FF-7EC8-11D0-8E3B-00A0C90640EC}";<BR>&nbsp;&nbsp;type =
 color;<BR>&nbsp;&nbsp;flags = 0;<BR>&nbsp;}<BR>&nbsp;Parameter "cubemap_lens"
 input<BR>&nbsp;{<BR>&nbsp;&nbsp;title = "cubemap_lens input
 parameter";<BR>&nbsp;&nbsp;guid =
 "{D18D6A3B-BA9C-4EF3-91BD-147AE70F6769}";&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;NOTE:
 this GUID was shot with an : character in the last set of
 characters<BR>&nbsp;&nbsp;type = integer;<BR>&nbsp;&nbsp;flags =
 0;<BR>&nbsp;&nbsp;texturable = off;<BR>&nbsp;&nbsp;value =
 0;<BR>&nbsp;&nbsp;value minimum = 0;<BR>&nbsp;&nbsp;value maximum =
 5;<BR>&nbsp;&nbsp;persistable = on;<BR>&nbsp;&nbsp;inspectable =
 on;<BR>&nbsp;}<BR>}<BR>phenomenon "cubemap_lens_declare"<BR>{<BR>&nbsp;Name =
 "cubemap_lens";<BR>&nbsp;Version = 1;<BR>&nbsp;Use = lens;<BR>&nbsp;Trace =
 on;<BR>&nbsp;Scanline = on;<BR>&nbsp;shadow = on;<BR>&nbsp;face =
 both;<BR>}<BR>BEGIN
 "{24810490-56FF-11d2-BF23-00A0C982CE5D}"<BR>Defaults<BR>{<BR>&nbsp;cubemap
_lens<BR>&nbsp;{<BR>&nbsp;&nbsp;Name
 = "cubemap_lens";<BR>&nbsp;&nbsp;Description = "";<BR>&nbsp;}<BR>}<BR>Layout
 "Default"<BR>{<BR>&nbsp;cubemap_lens;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 NOTE: name of .dll file<BR>}<BR>Logic<BR>{<BR>}<BR>END</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005>-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
-- ---- ---- -----</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>Code looks fine
to
 me, but XSI doesn't really likes it.</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>Anyone on this, I
 was so confident I could do this after some previous fiddling with shaders
and
 spdls..... ;)</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005>cheers,</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005></SPAN></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>rob
 wuijster</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN class=918074410-21032005>s-5
 multimedia</SPAN></FONT></DIV>
 <DIV><FONT face=Arial size=2><SPAN
 class=918074410-21032005>holland</SPAN></FONT></DIV></BLOCKQUOTE></BODY><
/HTML>