Looks like they're Arnold only now.

On Fri, Jan 10, 2014 at 9:30 AM, Dan Yargici <danyarg...@gmail.com> wrote:

> Stefano's Radio Shaders do just this if you are using MR, I believe.
>
> http://sjannuz.com/Arnold/sj_shaders/doc/sj_radio.html
>
> Not sure if they're still compatible with later versions of Soft though...
>
> DAN
>
>
>
> On Fri, Jan 10, 2014 at 9:28 AM, Stefan Kubicek <s...@tidbit-images.com>wrote:
>
>>   I found it...
>>
>> Ideally you could just add any shader in the scene to any Material
>> container like so (in the example a Cell shader from "Scene_Material" to
>> another "Material")
>> Application.AddToContainer( "Sources.Materials.DefaultLib.Material",
>> "sphere.Scene_Material.Cell" ) # Does not work!
>>
>> However, above line fails because AddToContainer expects a preset and not
>> an existing shader.
>>
>> So instead you can make a connection directly between an existing shader
>> output and another ones input, even if they reside in different materials.
>> The following requires you to know the out and input parameter names of
>> your shaders. The following connects the out param of an existing cell
>> shader of the Scene_Material to  the ambient input parameter of another
>> Materials Blinn shader.
>>
>> Application.SIConnectShaderToCnxPoint("Sources.Materials.DefaultLib.Scene_Material.Cell.out",
>> "Sources.Materials.DefaultLib.Material.Blinn.ambient", False).
>>
>> Change your parameter names accordingly and you get what you want, but
>> it's farm from user friendly and Softimage certainly never was intended
>> to do that, so use at your own risk. The connection is preserved between
>> sessions (save/reload).
>> I just tried with a simple scene and it works for Mentalray, Vray and
>> Arnold. 3Delight will ignore the connections (I guess they are querying for
>> "Material.Shaders" only at export time and ignore all other inputs for
>> performance reasons). I did not test Redshift or Maxwell.
>>
>> Let me know how it goes.
>>
>> Hey guys,
>>
>>
>>
>> Is it possible to share certain nodes in the render tree between
>> materials? I mean, that I have about 7 materials, that would share a Color
>> Save State node which delivers the same color value to these materials.
>>
>>
>>
>> I’d like to avoid custom parameters on scene root, etc. if possible…
>>
>>
>>
>>
>>
>> Cheers
>>
>>
>>
>>
>> Szabolcs
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>>
>>
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>> Stefan Kubicek
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>> keyvis digital imagery
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