Re: friday flashback #328

2018-01-31 Thread Matt Lind
I used many older weaker computers prior to entering the industry, but my 
first professional workstation was an SGI Indigo R4000 with 32 MB RAM and a 
4mm DAT tape drive.  The hardware shading choices were constant, diffuse, or 
wireframe.  No textures.  Rendering a 640 x 480 image with anti-aliasing 
took 6 minutes per frame (average), and that was without reflection, 
refraction or transparency.

I feel working under such tight conditions helps one be more efficient and 
keep everything in perspective.  Certainly helped with games development. 
It always floors me how artists today add floods of unnecessary clutter to 
their workflow by always showing scene stats, multiple floating windows, 
full textured/shaded viewports, etc... then complain all the time about 
their machine being slow.

Matt



Date: Sat, 27 Jan 2018 17:53:25 -0500
From: Stephen Blair 
Subject: friday flashback #328
To: "Official Softimage Users Mailing List.

In 1997, we were working with 128MB of RAM? seems inconceivable now
https://urldefense.proofpoint.com/v2/url?u=https-3A__wp.me_powV4-2D3ut=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Si5l9B9ujJThtrNVPHDzJcKakhWPKT7jeakpJOeVGqs=9CRIACcYoXwEy1qHgLXfi8MyvCUjczVvJBLeHagB9Vs=


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Re: Render tokens with hardware renderer

2018-01-31 Thread Matt Lind
I don't think there is anything ready to go with a push button.  You'll 
likely have to render in two passes (image pass, slate pass) and composite 
them.

The only other way to do it is write your own hardware shader so it can be 
rendered with the rest of the scene.  Such a shader will likely have to be 
written with code, not the existing shader nodes in the render tree library.

Matt


Date: Mon, 29 Jan 2018 23:51:13 +0100
From: "Sven Constable" 
Subject: Render tokens with hardware renderer
To: "softimage@listproc.autodesk.com"

Hi list,



sometimes I have passes already set up, still beeing in animatic stage.
Render tokens seems to not work with hardware rendering. Only with software
rendering or when capturing the viewport directly. Is there any way to use
render tokens with hardware rendering (shaded,hidden line removal, OGL) ?



Sven 


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