In c++ the structure can be single or it can be an array.
Set the rotation in an emitter with a "random value" node, and it will be
single, set it with a "randomize around value", it will be an array.
Inside the "randomize around value" node, you will see that the point id is
used to drive the id
Hi all,
is there any one who knows, how to get the option wich output is rendered
in the shaderball preview for multi output shades in c++?
I can get the shaderball options with:
*ShaderDef** sDef( Shader.GetShaderDef() );*
*ShaderballOptions options( sDef**.GetShaderballOptions() );*
With
Hi all,
is there any one who knows, how to get the option wich output is rendered
in the shaderball preview for multi output shades in c++?
I can get the shaderball options with:
*ShaderDef** sDef( Shader.GetShaderDef() );*
*ShaderballOptions options( sDef**.GetShaderballOptions() );*
With
At SI start, i have problems with floating windows. The first opened have
sometimes no buttons and is frameless. Especially with the render preview.
When all floating windows are closed with the help of a script, the issue
is gone...
Latest NVidia driver is used. From SI2013-15.
In vs2015 the CString will be shown and if i remember correct, it will also
shown in vs2012.
But any type of an array will not shown. For this the code, i had posted,
is used...
2015-11-23 15:26 GMT+01:00 Marc-Andre Belzile <
marc-andre.belz...@autodesk.com>:
> You should be able to see the
Hope this helps.
You can also add the default LogMessage() into the function to get an
output in the VS-Debug window and the script editor.
void LogMessageDebug( CString inString, bool end = true );
void LogMessageDebug( CString inString, bool end ) {
ostringstream ss;
ss <<
Hi,
i try to write a shader with a gradient input.
Here is a part from the code which i have made and which is working:
Context ctxt( in_ctxt );
Application app;
ShaderDef sdef( ctxt.GetAttribute( LDefinition ) );
sdef.AddShaderFamily( siShaderFamilyTexture, true );
//
; .spdl, shader def,
C++, ...)
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Woermann
Sent: Friday, April 04, 2014 2:15 PM
To: softimage@listproc.autodesk.com
Subject: Gradient
To get the total size of the struct, this should work:
Foo test;
sizeof( double ) * test.A.size() + sizeof( double ) * test.B.size() +
sizeof( bool ) * 2
Stephan
2013/6/9 Guillaume Laforge guillaume.laforge...@gmail.com
Hi Ahmidou :),
You could try to use pointers to std::vector. This way
Haven´t check the Update All over the Plugin Manager, so the next can be
wrong.
For changes in the PPG with new parameters, you must restart Softimage.
For changes in the logic or others, unload/reload should work.
Stephan
2013/6/3 ran sariel ran.sar...@gmail.com
hope it was that simple, this
Another problem can be, when some code is still active in Softimage.
Like an open shader PPG of an unloaded Plugin or something else.
Stephan
2013/6/3 Stephan Woermann swoerman...@googlemail.com
Haven´t check the Update All over the Plugin Manager, so the next can be
wrong.
For changes
name and choose “refresh”. This will force the PPG
Layout logic code to evaluate from scratch.
** **
** **
Matt
** **
** **
** **
** **
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephan Woermann
*Sent
,topicNumber=si_cmds_cb_Event_OnEvent_html,hash=ctxt_siOnDragAndDrop2
looks like you could capture a material being dragged and dropped on an
object.
s
On Sun, Mar 24, 2013 at 12:32 AM, Stephan Woermann
swoerman...@googlemail.com wrote:
Thanks Matt...
Anyone an other idea?
2013/3/22
[mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephan Woermann
*Sent:* Friday, March 22, 2013 3:16 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Catch a drag/drop
** **
Is there a way to catch when a material is moved with drag and drop from
the material
Is there a way to catch when a material is moved with drag and drop from
the material manager to a mesh/cluster.
The siOnDragAndDrop event doesn´t work.
I think a siOnBegin/EndCommand can work but to be compatible with older
versions, i use the 2011SDK with C++.
I hope there is any way...
Stephan
Doesn´t work...
siOnConnect/DisconnectShader works if you use Get-Material-Phong.
But also no event with the material manager via dragdrop.
2013/3/22 Steven Caron car...@gmail.com
siOnValueChange?
On Fri, Mar 22, 2013 at 3:15 PM, Stephan Woermann
swoerman...@googlemail.com wrote
Hm, i use the GeometryAccessor for my plugin and it works for every frame.
It also gives you triangulated values back, if needed.
PolygonMesh mesh( whatever );
CGeometryAccessor ga = mesh.GetGeometryAccessor(
siConstructionModeSecondaryShape, siCatmullClark, subd.GetParameterValue(
@Steven:
I can change the samples to max 64k, but haven´t tested it. I think when i
double the sample, in this case to 20k, it should noise free. It depends
from scene to scene.
Indoors with less light sources are always slower. An outdoor render will
be faster...
@Toonafish:
Sorry, not available
@Steve:
It means 16000 samples per pixel also the count of rays per pixel. After
2h4min i reached around 10500 s/px. It should be for the entire ray tree i
think.
And nearly 0.7MSamples per second, which means a image of 1024x512 which
has 0.6 MSamples is updated ~each second.
Your last post looks
Try to use the PMC kernel. You should get better results in lesser time,
especially on interior scenes...
Stephan
2013/2/14 Toonafish ron...@toonafish.nl
That would be swell. But I think we'd also might have to include setup
time then. I'm sure a with a lot of hours tweaking, testing and
Maybe this helps...
oInputParameterDefs.AddParamDef( layer_0, siHWShaderPortType, oOptions );
2013/2/7 Matt Lind ml...@carbinestudios.com
I have several shaders with parameters defined using .spdl files. I am
trying to update them to use Shader Definitions, but a few of the parameter
types
No problem ;)
Have made another test without a deformed mesh but it looks also
interesting i think...
http://www.vimeo.com/53635652
Greetings,
Stephan
I had used strands to drive the emTopologizer with the use of the emTools.
The result is here http://www.vimeo.com/52658670 and here
http://www.vimeo.com/52810210.
The first one is a static mesh and the second one is a deformed mesh and
that should be the thing what you need.
To match the strand
Hi,
i need a custom parameter for a material for the OctaneRenderer which must
have an unused type.
The material should also render as a simple lambert/phong in MentalRay.
For an other material, it is working, only the material with the custom
parameter makes trouble.
I have build a custom
Have a problem to get user defined ICE attributes.
I can check if an attribute is available. But the count of data is
different.
ICEAttribute attr =
cloud.GetActivePrimitive().GetGeometry().GetICEAttributeFromName(
LTestAttribute );
Application().LogMessage( CString( attr.GetElementCount() ) );
Many thanks, now it works.
I need only a bool to en/disable an option in a plugin.
Have made a little compound where true set the value to true and false set
the value to false.
If the value is false, the value is shown, but because false is the default
value for a boolean, you don´t see it.
You
I get never a working result. I don´t use Opera, have tested it with
Firefox and IE.
Search for View and you get as a result e.g. Softimage 2012 Subscription
Advantage Pack / What´s New / What´s Changed
I don´t need this info on a 2013 sdk help. I need a command reference.
Stephan
Many thanks, the local help give result to work with, like the old one.
The online help seems a little bit buggy, GetActiveLayout has no result,
but offline it works.
Stephan
Maybe you can put the command in the abort callback.
But then you must use a switch because the abort is called several times.
Have used this after a forced preview close to open a custom renderviewport.
Sephan
29 matches
Mail list logo