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 >> ___ >> This message contains confidential information and is intended only for >> the individual named. If you are not the named addressee you should not >> disseminate, distribute or copy this e-mail. Please notify the sender >> immediately by e-mail if you have received this e-mail by mistake and >> delete this e-mail from your system. E-mail transmission cannot be >> guaranteed to be secure or error-free as information could be intercepted, >> corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. >> The sender therefore does not accept liability for any errors or omissions >> in the contents of this message, which arise as a result of e-mail >> transmission. If verification is required please request a hard-copy >> version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 >> Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: >> DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli >> >> >> >> >> -- >> ------------------------------------------- >> Stefan Kubicek >> ------------------------------------------- >> keyvis digital imagery >> Alfred Feierfeilstraße 3 >> A-2380 Perchtoldsdorf bei Wien >> Phone: +43/699/12614231 >> www.keyvis.at ste...@keyvis.at >> -- This email and its attachments are -- >> --confidential and for the recipient only-- >> > >