Programming SPDL

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Szabolcs Matefy

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Feb 22, 2011, 6:26:13 AM2/22/11
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We are using Softimage SAP. I know that SPDL is not supported anymore, but out shader is SPDL based. I’d like to change few things, like using phong instead of blinn, etc.

 

 

This is the new part

 

                                BeginText

               

                                Node "rayswitch"                            = guid "{8604221E-BCFA-11D1-90E9-0000F804EB21}";

                                Node "phong"                                   = guid "{89C75826-BCFA-11D1-90E9-0000F804EB21}";

                                Node "refract"                                  = guid "{8A97F5E9-BCFA-11D1-90E9-0000F804EB21}";

                                Node "photon"                                 = guid "{6D228369-EB66-11D1-8054-00A0C906835D}";

                                Node "shadow"                                                = guid "{1EDE3A06-BF3A-11D1-90EC-0000F804EB21}";

                                Node "mixer"                                    = guid "{3A3BD020-A9BD-11D3-AE56-00A0C96E63E1}";

                               

                                Connection "phong::diffuse"                      = interface "diffuse";

                                Connection "phong::specular"   = interface "specular";

               

                                Connection "photon::diffuse"                    = interface "diffuse";

                                Connection "photon::transpenabled"    = interface "refract_inuse";

                                Connection "photon::transparency"       = interface "transparency";

                               

                                Connection "shadow::transpenabled"   = interface "refract_inuse";

                                Connection "shadow::transparency"      = interface "transparency";

                                Connection "shadow::diffuse"                   = interface "diffuse";

 

                                Connection "refract::input"                                         = "phong";

                                Connection "refract::enabled"                   = interface "refract_inuse";

                                Connection "refract::refract"                      = interface "transparency";

                                Connection "refract::ior"                                              = value 1.0;

                                Connection "refract::usealpha"                 = interface "usealphatrans";

                                Connection "refract::invert"                       = interface "inverttrans";

                                Connection "refract::alpha"                                        = value on;

                                Connection "refract::max_depth"                            = value 1;

 

                                Connection "rayswitch::shadow"                              = "shadow";

                                Connection "rayswitch::photon"                               = "photon";

                                Connection "rayswitch::eye"                                      = "refract";

                                Connection "rayswitch::refraction"          = "refract";

                                Connection "rayswitch::reflection"          = value 0.0 0.0 0.0 0.0;

                               

                                Connection root                                                                                               = "rayswitch";

                                EndText

               

 

And I got a message that:

 

' ERROR : API  0.2  error  301038: while defining phenomenon declaration "CryShader": "sib_illum_phong" returns a struct, use "CryShader::phong.member"

' WARNING : API  0.2  warn   302018: while defining phenomenon declaration "CryShader": type conflict: "input" is type color, "sib_illum_phong" returns type struct

 

 

Help me, please

 

 

 

 

Szabolcs

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Vladimir Jankijevic

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Feb 22, 2011, 6:34:53 AM2/22/11
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maybe you could use phong.out

just a suggestion, I've not tried out

cheers
vladimir
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Vladimir Jankijevic

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Feb 22, 2011, 6:56:00 AM2/22/11
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like this: Connection "refract::input"                                      = "phong.out";


On Tue, Feb 22, 2011 at 12:43 PM, Szabolcs Matefy <szab...@crytek.com> wrote:

Where? In the Node “phong” section?

 

Thanks

 

 

 

Szabolcs

Szabolcs Matefy

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Feb 22, 2011, 7:31:42 AM2/22/11
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I tried, unfortunately the following error message occurs:

 

 

' ERROR : API  0.2  error  301040: while defining phenomenon declaration "CryShader": "sib_illum_phong" has no member "out"

' WARNING : API  0.2  warn   302018: while defining phenomenon declaration "CryShader": type conflict: "input" is type color, "sib_illum_phong" returns type struct

 

Szabolcs Matefy

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Feb 22, 2011, 6:43:32 AM2/22/11
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Where? In the Node “phong” section?

 

Thanks

 

 

 

Szabolcs

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Vladimir Jankijevic
Sent: Tuesday, February 22, 2011 12:35 PM
To: soft...@listproc.autodesk.com
Subject: Re: Programming SPDL

 

maybe you could use phong.out

Stefano Jannuzzo

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Feb 22, 2011, 8:39:27 AM2/22/11
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It should be
... = "phong.surface" or "phong.specular" or "phong.combined", depending on what you what.
Check sib_illum_phong.spdl to understand its output structure.
Or, edit the Phong spdl to see how sib_illum_phong (guid "{89C75826-BCFA-11D1-90E9-0000F804EB21}") is used there.
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