Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
phenomena in Metashader portion of SPDL

phenomena in Metashader portion of SPDL

2005-04-05       - By Haarm-Pieter Duiker

 Back
Reply:     1     2     3     4     5     6     7  

Thought I'd throw in a somewhat late response to my own issue. That's always
fun.

I've been working on a couple of geometry shaders that create geometry and
shaders within the scene at render time. This has lead to a problem in that
shader declarations are only part of your scene in XSI if an instance of a
shader's SPDL is executed which then generates the shader declaration and an
instance of the shader. A geometry shader trying to create an instance of a
shader will be out of luck unless a shader declaration is present in the scene.
Geometry shader's can declare shaders but doing so is pretty consistently
locking up XSI 4.2.

One option to create in your scene an instance of the shader that the geometry
shader is looking to create an instance of. This may be the exact thing that
you're looking to avoid though. In the case that that is impractical or not
preferable, to declare a shader for the purposes of use by a geometry shader
you'll want to modify the ray3rc pointed to by the MI_ROOT variable to link and
include the .mi declarations for your shaders. This issue comes up because the
SPDLs are used in place of the .mi include definitions used in other mental ray
integrations. In other integrations, as the .mi shader declarations are sourced
at scene startup the shader declarations are read and declared and can be
assumed to be present. In XSI, only the shaders used in a scene are given
declarations. Adding links and includes into your ray3rc file will cause mental
ray to throw some "ignoring redeclaration" errors, but those should be safe to
ignore.

Anyways, thought I'd share the results of a little investigation,
Haarm-Pieter Duiker



-- --Original Message-- --
From: owner-xsi@(protected) [mailto:owner-xsi@(protected)]On Behalf
Of Jim Rothrock
Sent: Wednesday, March 09, 2005 12:03 PM
To: XSI@(protected)
Subject: Re: phenomena in Metashader portion of SPDL


Haarm-Pieter Duiker wrote:

>The second question still stands. Is there a way to make a shader accessible
for use within a phenomenon but not accessible from the interface? You could
always put the shader you don't want people to see into some obscure location,
but I was hoping that there would be a cleaner solution to the problem.
>  
>
No.  Within a SPDL phenomenon, only installed shaders can be
referenced.  All installed shaders are visible to users.

--
Jim Rothrock | Stan Winston Digital | jimr@(protected)

---
Unsubscribe? Mail Majordomo@(protected) with the following text in body:
unsubscribe xsi

---
Unsubscribe? Mail Majordomo@(protected) with the following text in body:
unsubscribe xsi