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#1 2011-05-14 20:55:20
Shader Compound Traversal
It seems that 3delight (3.0.6) is not traversing shader graphs inside a compound within Softimage (2011sp1 Hotfix2); I get no errors or warnings, the shading just doesn't evaluate (the nodes inside the compound, nodes external to the compound render fine). However this seems to be the case only with compounds which were previously created & then saved to disk (in a workgroup, then dragged into the Render Tree). If I create a compound in the scene I'm currently working in, then there are no problems, 3delight renders fine.
Also, if I explode a compound that doesn't render, then it will render. If I then grab all the nodes which were previously in the compound and create a new compound in the current working session, 3delight again renders fine.
Download a repro scene here (unzip it into a workgroup): NormalMapBlend
See below, 3delight on the left & mental ray on the right:
There also seems to be something a little off with the shading of normal maps. The result is really close, but something is off. You can see that shading range is clamped on the 3delight render, as if the normals aren't completely normalized or maybe the blue channel isn't correctly interpreted for the biased texture (this is a straight XSINormalMap3 node plugged into the bump, not my crazy noodle):
Lastly, is there plans to support the PNG image format. Seems like a very popular format & it's a shame 3delight cannot convert it.
Last edited by lard (2011-05-15 07:58:20)
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#2 2011-05-16 08:11:40
Re: Shader Compound Traversal
If you need another test case, you can download the miaX_Wrapper compound I made. It wraps the very unfriendly parsed mi file interface into a compound with a human readable/useable interface. Again, 3delight renders this shader fine when the compound is exploded.
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#4 2011-05-31 12:40:06
Re: Shader Compound Traversal
Lastly, is there plans to support the PNG image format. Seems like a very popular format & it's a shame 3delight cannot convert it.
This is now supported. Will be available in 3.0.9.
-- aghiles
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#6 2012-04-14 13:56:08
Re: Shader Compound Traversal
I wanted to bump the compound traversal issue. It still remains. When using compounds, the image will render without throwing any errors or warnings, but any port connected to a compound is not evaluated. However, if the compound is "exploded" into individual nodes, 3delight renders as intended.
Last edited by lard (2012-04-14 13:57:29)
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#10 2012-04-20 18:39:39
Re: Shader Compound Traversal
I'm running 2011SP2 now. It is the only version I have installed. I'm no longer on a subscription with Autodesk (ironically because yearly dumps of mental ray were turning onto more of a risk then an upgrade).
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