I don't know as I didn't write the code.  All I know is the bugs we have 
reported have been confirmed by Softimage and are still in the queue for fixing.


Matt




-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Schoenberger
Sent: Monday, December 17, 2012 11:48 AM
To: [email protected]
Subject: RE: Realtime shader experience? Artist Requests? Other 3rd party 
realtime shaders?


> The Graphic Sequencer had bugs which prevented us from fully utilizing 
> it as we have to mimic a deferred renderer with our
Have you created a complete new view or have you just added shaders to existing 
views (OpenGL, DirectX9).
Because the help states that all of these are created with the Graphic 
Sequencer.


Holger Schoenberger
technical director
The day has 24 hours, if that does not suffice, I will take the night


Quoting Matt Lind <[email protected]>:

> The Graphic Sequencer had bugs which prevented us from fully utilizing 
> it as we have to mimic a deferred renderer with our shaders.  Due to 
> bugs, contexts for multiple batches are not reliable in the graphic 
> sequencer.  Sometimes it works, other times it crashes due to invalid 
> pointers/contexts.
>
> Matt
>
>
>
>
>
>
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Alan 
> Fregtman
> Sent: Saturday, December 15, 2012 3:26 PM
> To: XSI Mailing List
> Subject: Re: Realtime shader experience? Artist Requests? Other 3rd 
> party realtime shaders?
>
> What about the graphic sequencer API? It's not very friendly but if 
> you get it going it could work for a fluid container I think.
>
> Basically you get a draw event attached to an object (like a null) and 
> then you can use OpenGL to draw whatever you want on demand.
>
> That's how the Fabric guys are doing their in-viewport integration of 
> their fast realtime OpenGL view. Maybe you can ask one of their guys 
> for a few hints?
>
>
> On Fri, Dec 14, 2012 at 5:10 PM, Matt Lind  
> <[email protected]<mailto:[email protected]>> wrote:
> 2) OpenGL shaders run the fastest, but I wouldn't call them  
> realtime.  Softimage spends an inordinate amount of time polling the  
> scene and viewports to figure out what to do even before your shader  
> code is called to draw.  OpenGL shaders (GLSL) also have the fewest  
> bugs in the SDK compared to DirectX or others.
>
> 3) We have many custom tools built for our production from 3D paint  
> to shading to basic stuff that Softimage never seems to get around  
> to doing.
>
> 4) Depending on the technical requirements and schedule, I may know someone.
>
>
>
>
> Matt
>
>
>
>
>
> From:  
> [email protected]<mailto:[email protected]>
>  
> [mailto:[email protected]<mailto:[email protected]>]
>  On Behalf Of  
> Schoenberger
> Sent: Friday, December 14, 2012 12:13 PM
> To: [email protected]<mailto:[email protected]>
> Subject: Realtime shader experience? Artist Requests? Other 3rd  
> party realtime shaders?
>
> Hi
>
> I am thinking about a realtime display of the volume shader in the  
> XSI viewport.
>
> I am searching for input from multiple sides.
> 1) Artists using the shaders.
> What do you expect (beside seing the volume), any switches you want to have?
>
> 2) Development of the Shaders.
> I never touched any realtime shaders, so if anyone has any hints on  
> the implementation, let me know.
> Which type of realtime shader should be used, where are problems,  
> would it be compatble with e.g. the Maya viewport, ...
>
> 3) Similar plugins.
> Do you know any other plugins for SI that display custom stuff?
>
> 4)And at last, if you know someone who can just develop this shader,  
> let me know.
> Saves a lot of time :-)
>
>
> thanks,
> Holger Schönberger
> Binary Alchemy - digital materialization
>
>
>



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