chunderburger
Active member
quoted from xsi guide, Is this possible?
i was thinking this would be neat for baking down sections of nodal networks into a map. insert it in the tree, pick a texture projection for baking and then render. then switch off the tree above the node. use the generated texture.
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The color sampler shader is a lightmap shader that samples an object’s surface and writes the result to a texture file. This is conceptually similar to RenderMap’s [surface baking cam] surface color map, but works in a different way.
Rather than using a virtual camera to sample an object’s surface from a specified distance, the color sampler shader evaluates the object’s render tree directly. Whatever portion of the render tree is connected to the color sampler’s Input port is computed and written to a texture file.
The color sampler shader itself must be connected to the Material node’s Lightmap port in order to generate the texture.
Advantages of using the Color Sampler shader:
• Because the color sampler shader evaluates the render tree directly, you don’t have to worry about other objects getting in the way of a virtual camera. Nor do you have to worry about introducing distortion the way you might when setting RenderMap’s camera-distance value too high.
• You can quickly generate a texture from any shader or branch in the render tree by simply changing what is connected to the color sampler’s input.
• The color sampler shader can easily be set to output texture sequences rather than still images.
• Using the color sample shader involves very little setup. You need only make a few render tree connections and set a few parameters.
• Depending on the material being evaluated, the color sampler shader can be faster than RenderMap.
i was thinking this would be neat for baking down sections of nodal networks into a map. insert it in the tree, pick a texture projection for baking and then render. then switch off the tree above the node. use the generated texture.
-------------------------------------------------------------------------
The color sampler shader is a lightmap shader that samples an object’s surface and writes the result to a texture file. This is conceptually similar to RenderMap’s [surface baking cam] surface color map, but works in a different way.
Rather than using a virtual camera to sample an object’s surface from a specified distance, the color sampler shader evaluates the object’s render tree directly. Whatever portion of the render tree is connected to the color sampler’s Input port is computed and written to a texture file.
The color sampler shader itself must be connected to the Material node’s Lightmap port in order to generate the texture.
Advantages of using the Color Sampler shader:
• Because the color sampler shader evaluates the render tree directly, you don’t have to worry about other objects getting in the way of a virtual camera. Nor do you have to worry about introducing distortion the way you might when setting RenderMap’s camera-distance value too high.
• You can quickly generate a texture from any shader or branch in the render tree by simply changing what is connected to the color sampler’s input.
• The color sampler shader can easily be set to output texture sequences rather than still images.
• Using the color sample shader involves very little setup. You need only make a few render tree connections and set a few parameters.
• Depending on the material being evaluated, the color sampler shader can be faster than RenderMap.