View Full Version : Darktrees in XSI...
runejw 09-11-2004, 08:07 PM Hi,
I've used Darktrees once-upon-a-time in AM, so it was nice to see that there is some support for it in XSI also:
http://www.sukio.de/resources/TIWdteXSI/ :thumbsup:
Anyway I tried to use them in a scene I've started on and mostly it seems OK.
However I thought I'd use the bump-channel instead of the displacement channel (less expensive in render-time, easier to control) and did this:
http://home.online.no/~ru-j-wi/artimages/darktree1.jpg
* Does that look OK to any render-tree experts out there or am I doing the bumps the wrong way?
Cheers,
Rune
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3DDave
09-12-2004, 02:41 AM
What version of XSI are you using? I tried to use this plugin for darktree but it would not load any darktree files so it doesn't work. I am using XSI 4 Foundation.
francescaluce
09-12-2004, 02:44 AM
you have to use a bumpgenerator to get bump.
ciao
francesca
3DDave
09-12-2004, 03:08 AM
Ok, it works now. The original install did not place any files in the darktree engine directory.
runejw
09-12-2004, 08:26 AM
you have to use a bumpgenerator to get bump.
ciao
francesca
Thanks,
seems to be better with elevation -> scalar_to_color -> bumpmap generator -> bump
But the Phong has the Bump input while the Material node has the Bump Map input. Is it the same which one you use?
3DDave: Yes XSI Foundation here too :)
Cheers,
Rune
runejw
09-12-2004, 04:58 PM
Did some viewing of the nice videos on the "Rendering in XSI" DVD which came with XSI Foundation. Several videos on bump-mapping alone :buttrock: Guess I should have viewed them before...
Anyway I figured it out, so for normal 3D procedurals in XSI you have to use this setup:
http://home.online.no/~ru-j-wi/artimages/ProcBumpRT.jpg
The problem with the Darktree shaders is there's no "coord" input, unless you select the twidte_col UV and twidte_elev UV types, so with that in mind you get a rendertree something like this
http://home.online.no/~ru-j-wi/artimages/DarkTreeBumpRT.jpg
Now I guess the 3DBump which was described in another thread is even better to use with the Darktree procedurals, as it doesn't need UV mapping.
Cheers,
Rune
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