13.html#paramassign
>
>
>
> On Tue, Sep 25, 2012 at 11:08 AM, Rémi Arquier 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
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 A
e 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 wrote:
>
>> Hi list
>>
>> I don't know if it is a bug or not, but when I put a renderable
>> UserDatablob on the
ttached 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
mesh
coordinates at modeling level.
Rémi
2012/8/21 Rémi Arquier
> 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 ta
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 Primitiv
>>
>>
>> 2012/8/14 Vladimir Jankijevic
>>
>>> why don't you precache the whole scene or animation with the pointcloud
>>> hidden and then read back in the lightmaps on the final rendering?
>>>
>>>
>>> On Tue, Aug 14, 2012 at 1
ers are the "magic" numbers mentioned 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, Rém
scene or animation with the pointcloud
> hidden and then read back in the lightmaps on the final rendering?
>
>
> On Tue, Aug 14, 2012 at 11:43 AM, Rémi Arquier wrote:
>
>> To be sure to be well understood, imagine a scene, composed of a sphere
>> with a ICE Cloud Parti
e and see 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.com>> wrote:
>
> You are right, the ICE Particles cloud
and the final boxes 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
about tags 7482834 and 7482835
thanks :)
2012/8/13 Rémi ARQUIER
> Hi all,
>
point cloud 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.com>> wrot
; Chris
>
> On 13 Aug, 2012, at 10:20 PM, "Rémi ARQUIER" wrote:
>
> > Hi list
> >
> > I would like to know if it is possible to exclude objects in the ligtmap
> rendering stage. Specificaly I would like that some of ICE particle clouds
> not be seen by obje
Hi list
I would like to know if it is possible to exclude objects in the ligtmap
rendering stage. Specificaly I would like that some of ICE particle clouds
not be seen by object beeing sampled (for reflection rays and shadow rays
for example).
I have tried combining a mip_rayswitch_stage plus a t
). 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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