#Request: shaders
4 messages in this thread
Ok, I'll post a request here.
For procedural textures, it would be great if they can access information
stored in the object that is application dependent. Say I have a particle
system that I want to be shaded in a specific way, I can store that info in the
particles for the shader to pull out at render time. This might also allow for
multiple texture coordinates per vertex and other fun stuff, depending on how
it's handled. Also, it would be nice if the procedural textures have a
function that is called before the render, so that the texture can intialize
itself (noise and other things).
These are pretty obvious things, but I just wanted to make sure that they were
mentioned, just in case.
One more while I'm at it. How about havin a custom renderer be able to take
over on a per object basis? Selective raytracing… In any case, I'm a big
RenderMan fan, so the more flexible the built-in renderer, the happier I'll be
🙂
Thanks,
J.J.
There's been talk about perhaps including the parameter "RENDERER" within the
material definition. Any more thoughts on that Gary?
– Phil
Not at the moment, but I'll keep it in mind for when things get a little
farther along in render-land.
– G
As far as I know, the design calls for there being only one active "production
renderer" at a time in MAX.
BOBB