#paramassign
On Tue, Sep 25, 2012 at 11:08 AM, Rémi Arquier arqu...@gmail.com wrote:
There is several instances of the lightmap shader. Some parameters values
of the shader need to be different per shader instance, and others, like
the path of a directory where to put the all lightmaps maps, need
on the scene root).
Is it normal ? I find it sad since it would be a good place for placing
global data for shaders.
cheers
Rémi Arquier
AM, Rémi Arquier arqu...@gmail.com wrote:
Hi list
I don't know if it is a bug or not, but when I put a renderable
UserDatablob on the Scene Root, I cannot get it back in my Mental Ray
shaders. I looked into the miArchive and I don't see it (I see it when it
is attached to an other X3DObject
in MR inherit from the main shader declaration/definition
itself. Is the custom lightmap shader only used once in the Softimage scene
and all instance inherit from the lightmap or is each instance of the
lightmap has it's own UserDataBlob?
On Tue, Sep 25, 2012 at 9:51 AM, Rémi Arquier arqu
coordinates at modeling level.
Rémi
2012/8/21 Rémi Arquier arqu...@gmail.com
Hi list,
I have a custom C++ operator attached to a UserDataBlob (Property of the
X3DObject) and I would need to get the geometry at Modeling stack level =
siConstructionModeModeling. The custom operator takes as input
Hi list,
I have a custom C++ operator attached to a UserDataBlob (Property of the
X3DObject) and I would need to get the geometry at Modeling stack level =
siConstructionModeModeling. The custom operator takes as input port a ref
of a primitive and ouput a UserDataBlob.
I saw the method
at 7:40 PM, Rémi Arquier arqu...@gmail.com wrote:
What do you mean by precaching the whole scene ?
However if there is a way to hide the pointclouds in the lightmap stage
and unhidding them in the tile rendering stage it would be perfect. (all
this in a single pass).
2012/8/14 Vladimir
in the ShowEdges
examples, they are unique ID numbers used between SI UserDataBlob and MR
User Data to assign the correct data block from SI to the shader of Mental
Ray.
Daniel
On Tue, Aug 14, 2012 at 9:58 AM, Rémi ARQUIER arqu...@gmail.com wrote:
While investigating how to pass per
need to exist in your 'light map'
pass? Do you mean that the point cloud still needs to be rendered but not
evaluated for light map?
Clear my doubt...
Chris
On 14 Aug, 2012, at 8:39 PM, Rémi ARQUIER arqu...@gmail.commailto:
arqu...@gmail.com wrote:
Thank you Chris
Breaking the scene
triangles indexes ? If yes I could use them to
map my user data of a simple UserDataBlob to final boxe's triangles.
Anyone know how to interpret thoses data ? I didn't find anything in
xsi_miuserdata_defs.h about tags 7482834 and 7482835
thanks :)
2012/8/13 Rémi ARQUIER arqu...@gmail.com
Hi all,
I
what needs to be eliminated from
computation?! This would be a hack to solve your unique rendering
requirement ;)
Chris
On 14 Aug, 2012, at 9:55 PM, Rémi ARQUIER arqu...@gmail.commailto:
arqu...@gmail.com wrote:
You are right, the ICE Particles cloud are not evaluated for the lightmaps
). But
now I would need *per triangle data*, if possible using the same way as the
ShowEdges example, i.e : with a custom OP.
The UserDataMap and the mi_query + miQ_PRI_DATA look goods but I didn't
find any example.
Any ideas / links ?
Many thanks
Rémi Arquier
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