Hi Daniel, Yes it looks like it is by design. But note that the Scene Root derive from a X3DObject. I think the UserDataBlob is exported for scene elements which generate leaf instances only.
I just need to export global data for a custom lightmap shader, all shader instances need that same data, and I don't realy know where to put it on Softimage side. Nothing very exciting. As you seem aware of thoses things, how do you do when you need a global parameter for a given shader, regarding the spdl parameters ? By "global", I mean that all shader instances would share the same parameter' value, and if I would change the value using one of the spdl interface of one shader instance, the others values of the other parameter instances would change also. You see what I mean ? Rémi 2012/9/25 Daniel Brassard <[email protected]> > I think it is by design unfortunately, Rémi, > > This feature is only available when the UserDataBlob is nested directly >> under a >> Camera<http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/Camera.html> >> , >> Light<http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/Light.html> >> or >> X3DObject<http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/X3DObject.html> >> . > > > What I wish would be an ICE UserDataBlob node that we could feed anything > we want to it! > > It look like you are thinking outside the box to have a need for > userdatablob on scene root! I'm curious! > > On Tue, Sep 25, 2012 at 5:19 AM, Rémi Arquier <[email protected]> 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 like object/cam/light, but not when >> attached 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 >> >> >

