View Full Version : .MI to .SPDL thread
06 June 2006, 12:00 PM
I thought it would be nice to have a thread where people can share their .spdl's which they did through looking to .mi files (for maya).
Maybe users that are more experienced with this could share some tips, guides, or advice on what people should do or avoid. I think too many people rely on others to post .spdl's to shaders they need, so having some kind of resource where the less technical people can figure out how to do it on their own would be usefull.
I tried doing an .spdl for the first time yesterday and after some trial'n'error i got it working. Most of it through the shader wizard and some parts I figured out through looking to other shaders and figure out whats missing in mine.
06 June 2006, 12:13 PM
This is a very simple shader, whose mental ray implementation was done by Florian Wild. The link (http://forums.cgsociety.org/showthread.php?t=310460&highlight=EI03) to the .dll and .mi, and more info on the creator of the brdf.
I tried it with this shader first because its quite simple, and there's some kind of soft quality in it that I like.
I attached the .spdl I did. As always you need the .dll and .spdl in the same folder when you install it.
06 June 2006, 01:17 PM
I ve written a tutorial to convert mi files to spdl a while ago.
You can find it here hope this help.
06 June 2006, 01:35 PM
Great idea! I'll be watching this closely. Thanks for the link also, Saturn.
06 June 2006, 01:41 PM
Yes I did the example mostly with the shader wizard too, it works great for the parts it works but looked like it couldn't handle some stuff.
For example the array light "lights" (from .mi) comparable parameter can't be automatically done through the wizard right? I had to add that in manually, which meant also generating about 4 guids with logmessage XSIFactory.CreatGuid.
... which brings me to another point... what's the point of guids when you can apply any of them to any parameter (for inputs at least). I thought they were supposed to mean something :P.
06 June 2006, 04:50 PM
Here's the dt3d skin shader done by Miguel A Santiago, and the link (http://forums.cgsociety.org/showthread.php?t=243067&highlight=dt3d) to his thread where you can find the .dll and more info.
This one has a shitload of attributes so I really couldn't decide how to organize stuff. But I did divide stuff in 3 tabs so its more manageable.
BTW, when adding integer parameters through the Shader Wizard, it doesn't store the minimum value when you generate the spdl. So you have to add that manually too, if you don't want to input some crazy values and crash XSI.
06 June 2006, 04:34 AM
this is great.. thanks for this saturn and gent_k...
06 June 2006, 04:34 AM
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