The Area http://area.autodesk.com/forum/ The Area en Copyright 2012 2012-02-10T12:15:46+01:00 RT like Zbrush materials? http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/rt-like-zbrush-materials/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/rt-like-zbrush-materials/page-last/#When:16:24:39Z Anyone knows if is possible translate or "remake" the RT materials of Zbrush into XSI ? or some doc or tuto about RT shaders for SOFTIMAGE | XSI ? thanks for advance, 2011-03-28T16:24:39+01:00 I don't understand the way Softimage 2011 interprets Realtime lights from a Mental Mill CGFX file http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/i-dont-understand-the-way-softimage-2011-interprets-realtime-lights-from-a-mental-mill-cgfx-file/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/i-dont-understand-the-way-softimage-2011-interprets-realtime-lights-from-a-mental-mill-cgfx-file/page-last/#When:18:12:14Z I have a couple of standard cgfx shaders which I created in Mental Mill that I've been using in Softimage's realtime view for some time. Softimage 2011 switched the way it uses cgfx files from referencing a file via an FX Shader node to loading them from an application/bin directory. This is fine and dandy, but I've noticed some peculiar things now happening with my lights that render my shaders useless. In prior versions of Softimage, the lights in the cgfx shader would be interepreted as a set of floats which corresponded to the XYZ position for each light. It was a simple enough task to drop a light (or object) into the scene and use its position to drive the realtime parameters. In Softimage 2011, my lights come into the realtime shader as an astonishing array of obscure floats and I have no idea what to do with them or how to tune them. Each light is comprised of two sets of 34 parameters labelled "transform_internal_to_light" and "transform_light_to_internal." Two further sets of 34 parameters come in for "__interal_to_light" and "__external_to_light"-- I'm assuming these are generalized parameters not specifically tied to the current lights. Enclosed is a pic of what the property page for my cgfx shader looks like. How do I tune these values? Am I doing something wrong? Brian. 2011-03-15T18:12:14+01:00 Realtime stereoscopic viewport http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-stereoscopic-viewport/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-stereoscopic-viewport/page-last/#When:18:01:47Z I have updated my realtime stereo viewport (commercial addon). More details here: http://www.shaders.moederogall.com 2010-04-14T18:01:47+01:00 Real Time shader nodes missing? http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/real-time-shader-nodes-missing/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/real-time-shader-nodes-missing/page-last/#When:23:56:19Z Good day everyone, I'm looking for the OGL13Shade and OGL13Draw nodes in the render tree. Anybody knows where they are? Same for DXDraw node... I'm just trying to build a simple realtime shader as described in the documentation, but I can't find the nodes. I'm on windows XP, Softimage 7.5 and 2010. Is it something I have to install additionnally to Softimage? Any help would be appreciated. Thank you ;) 2009-12-18T23:56:19+01:00 Normal and Specular maps on the viewport? http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/normal-and-specular-maps-on-the-viewport/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/normal-and-specular-maps-on-the-viewport/page-last/#When:17:46:43Z Question is simple, is it possible to view Normal maps and/or specular maps on XSI viewport? I'm migrating from 3Dsmax, and on 3DsMax is very easy to see those real-time, what about XSI? Is it possible or not? 2009-12-16T17:46:43+01:00 realtime rendering doubt http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-rendering-doubt/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-rendering-doubt/page-last/#When:12:14:12Z Hi there i have a big question, maybe i don't get the rendering process that much, but anyway: considering the great visuals we have on today's games, why do we still wait so much for a render instead of rendering it realtime? i'm out looking for the answer, but i'm not finding much material. is it too difficult? do i HAVE to use realtime shaders such as openGl instead of an usual Phong? couldn't it simply run beautifully as an game at my viewport and then be captured into a movie file? i actually don't know how clever or dumb these questions might be. thx anyway if anybody have a clue and could point directions =) 2009-10-12T12:14:12+01:00 Real time Shader for Particles (DirectX) http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/real-time-shader-for-particles-40directx41/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/real-time-shader-for-particles-40directx41/page-last/#When:06:49:30Z I have three questions about a function of real-time shader of Softimage 7.5 adv. 1.Is it possible to use a directx(9 and 10) real time shader on particles (point cloud)? When I applied directx real-time shader to a polygon mesh, it worked. However, when I tried to apply same directx real-time shader to particles, it didn't work and show anything. Is the way to bring a position of particles different to a polygon mesh? I wonder if I can get a position of particles in directx shader. If it is not possible, let me know whether there are any other possible solutions to get particle’s position and apply a directx reatime shader on particles. I hope you can give me any alternative way to get the solution. This is my vertex and pixel shader code. I just tried very simple one, and it didn't work on particles. <vertex shader code> struct VS_OUTPUT { float4 pos : POSITION; float4 color : COLOR0; }; VS_OUTPUT main( float4 pos :POSITION, uniform float4x4 simodelviewproj ) { VS_OUTPU Out; Out.pos= mul(simodelviewproj,pos) Out.color=float4(1,1,1,1) return Out; } <pixel shaer code> struct VS_OUTPUT { float4 pos : POSITION; float4 color : COLOR0; }; float4 main(VS_OUTPUT Out) : COLOR { //Out.color=float4(1,1,1,1) return float4(1,1,1,1) } 2. Is it possible to use a multi pass render or a render target function, when I want to build a render tree using directx? If it’s not possible, should I make a real-time shader node for render tree using XSISDK? 3. Can I use a geometry shader yet, when I write a shader code in OpenGL or Cg mode? 2009-08-14T06:49:30+01:00 realtime object reflections http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-object-reflections/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-object-reflections/page-last/#When:10:16:18Z hi, I was wondering if there's a shader that reflects other objects in realtime.. 2009-07-31T10:16:18+01:00 Realtime display edge error http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-display-edge-error/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-display-edge-error/page-last/#When:20:03:18Z Hello guys, I have a strange problem with Softimage's realtime display in viewport. There is a cube with a normal map generated from highpoly smoothed cube. When I apply realtime shader and setup the maps - the weird black line appears where it should be nice normalmapped edge. I did a test described here (comparing the same object with the same normal maps in different application viewports): [img]http://i28.tinypic.com/154bnlk.png[/img] Why the same object with the same normalmap looks good in 3ds max viewport and bad in Softimage's viewport? As you can see normalmap file is not the case as 3ds max displays both good - the one generated by softimage and the one generated from 3ds max itself. Could you possibly know what I did wrong or what is the case here? Cheers, Idaho 2009-07-30T20:03:18+01:00 Realtime shader not showing shaded cluster http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-shader-not-showing-shaded-cluster/page-last/ http://area.autodesk.com/forum/autodesk-softimage/realtime-effects/realtime-shader-not-showing-shaded-cluster/page-last/#When:15:20:30Z I am playing around with Softimage for the first time and I am trying to create a DirectX shader and have it visible in the realtime shader viewport. I can create a shader that simply diffuses everything to green and it will display fine in the viewport. Where I am having problems is when I select just a single polygon and apply a DirectX shader to it, simply shading it to blue. When I do that it creates a cluster under the mesh object that shows the applied material. When shown in the viewport, where there should be a blue polygon on a green cube, all I get is a green cube with a polygon completely missing. Where the blue polygon should be (or at least where I think it should be) it is not rendering the polygon at all. I know the shader is not the problem, because the shader setting the single polygon to blue is the same shader that sets the rest of the cube to green. Am I going about this the correct way? I read through all the docs on DirectX materials and all the Cluster information I could find an nothing really talks about this. Well, at least nothing I found. Any info is appreciated. Thanks! 2009-07-21T15:20:30+01:00