Re: [SDK] UserDataBlobs not translated to mental ray when attached to scene root

2012-09-26 Thread Rémi Arquier
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

Re: [SDK] UserDataBlobs not translated to mental ray when attached to scene root

2012-09-25 Thread Rémi Arquier
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

Re: [SDK] UserDataBlobs not translated to mental ray when attached to scene root

2012-09-25 Thread Rémi Arquier
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

[SDK] UserDataBlobs not translated to mental ray when attached to scene root

2012-09-25 Thread Rémi Arquier
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

Re: [SDK] [C++] How to get the Modeling Shape into a custom operator

2012-08-22 Thread 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

[SDK] [C++] How to get the Modeling Shape into a custom operator

2012-08-21 Thread 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 takes as input port a ref of a primitive and ouput a UserDataBlob. I saw the method Primitiv

Re: Excluding objects in lightmap rendering stage

2012-08-17 Thread Rémi Arquier
>> >> >> 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

Re: Per primitive data from Softimage to mental ray

2012-08-15 Thread Rémi Arquier
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

Re: Excluding objects in lightmap rendering stage

2012-08-15 Thread Rémi Arquier
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

Re: Excluding objects in lightmap rendering stage

2012-08-14 Thread Rémi Arquier
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

Re: Per primitive data from Softimage to mental ray

2012-08-14 Thread Rémi ARQUIER
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, >

Re: Excluding objects in lightmap rendering stage

2012-08-14 Thread Rémi ARQUIER
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

Re: Excluding objects in lightmap rendering stage

2012-08-14 Thread Rémi ARQUIER
; 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

Excluding objects in lightmap rendering stage

2012-08-13 Thread Rémi ARQUIER
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

Per primitive data from Softimage to mental ray

2012-08-13 Thread Rémi ARQUIER
). 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