![]() This will be adjusted by the -motionSamplesLookup values, if given.Ī list of motion sample offset values for loading geometry. Sets the frame the palette should use as the base palette's frame. The name of the patch (geometry) belonging to the description and palette that is to be rendered. The name of the description within the named palette that is to be rendered. ![]() This name must agree with the name in the. Do not append the nameSpace onto the palette name. If a nameSpace exists for the palette, then use this flag to pass it. Tells XGen to quit if any error occurs (optional). Sets the level for warning messages (optional). Sets the level for statistics messages (optional). Sets the level for debug messages (optional). The XGen palettes would not be shared, but the underlying geometry would. You may have a forest of trees where a few are the same. For example, the same geometry is often used multiple times, even within the same palette. The geometry files are cached separately from the palette files, allowing for greater sharing. However, you must give each instance a unique name so that they do not end up sharing geometry inadvertently. xgen file to be used multiple times in order to populate a forest or a crowd. The palettes are cached based on their name, which includes the name of the nameSpace. ![]() If the palette has already been cached, then the file is not read, but instead the process skips ahead and begins emitting the face procedurals for the named patch. It then emits face procedurals for all of the faces on the named patch. If it determines that this is the first time that the given palette has been hit, it loads in the palette file, reads the appropriate geometry for the motion samples, and caches it. When a patch procedural is cracked, it parses the parameters. The bounding box should bind all motion samples for that patch. If it is too large, the procedural cracks open too soon and memory is wasted. It must bind all of the faces and all of the primitives that are to be rendered. A bounding box must be given for the patch procedural. It is the patch procedural that takes all of the flags given below. It is only when the face procedural is cracked that primitives are generated and therefore any real rendering begins. XGen expands those into face procedurals when, and if, the patch procedural is cracked open. The rib generator is responsible for putting the patch level procedural calls into the rib. There are two forms of the XGen RenderMan procedural: patch and face.
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