CompuServe Thread

#Request: shaders

4 messages in this thread
#6561From: J.J. HoesingOct 12, 1995 4:43 PM
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.
#6565From: Phillip L. MillerOct 12, 1995 7:05 PM
There's been talk about perhaps including the parameter "RENDERER" within the material definition. Any more thoughts on that Gary? – Phil
#6571From: Yost GroupOct 12, 1995 8:45 PM
Not at the moment, but I'll keep it in mind for when things get a little farther along in render-land. – G
#6584From: Bob BennettOct 13, 1995 10:32 AM
As far as I know, the design calls for there being only one active "production renderer" at a time in MAX. BOBB