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Xray shader tutorial for XSI
Xray shader tutorial for XSI

XRay texture shader for mental ray® for SOFTIMAGE|XSI®

David Lanier 3D hereby grants to you a royalty-free, non-exclusive license to possess and to use the
following shaders for both commercial and non-commercial purposes.

NO WARRANTY: THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY DAVID LANIER 3D TO YOU HEREUNDER ARE PROVIDED "AS IS."
DAVID LANIER 3D DISCLAIMS ALL WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES
OF TITLE, MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.

** Use them at your own risks **

Download :

XSI shader


Tutorial :

First, unzip the file into your XSI workgroup or user folder (it was in the user folder for this example).

My user folder was :C:\Documents and Settings\YourName\XSI\David\Softimage\XSI_4.2_Foundation\Data\DL3D

Now Launch XSI then choose "File" menu then "Add-On" and "Plugins(SPDL)..." like this :

Then click on install :

Ok, now the dialog box appears :

Enter directly the path where you have unzipped the shader file or use like me the User folder by clicking on the "..." button in the top right corner and choose the .spdl file of the shader.

Then click on install.

You should get that the plugin has installed successfully. Click on done.

Well, this is only a way to do that, there are probably others ways to assign the shader with the render tree for example...

I choose to click on Shader button then Surface then More...

Choose the "User" path.

Then click on Texture as it is a texture shader. And choose the .spdl (dl3d_raytexture).

The shader is now assigned and you have the parameters :

The parameters are :

- XRay color : diffuse color of the transparent object
- Power : The higher is the power, the less transprent is the object (except with invers falloff parameters checked)
- Inverse_falloff : inverse the fall off parameter, the transparency starts from the center instead of the edges (and the contrary)
- Ks : coefficient for specular color
- roughness : coefficient to set the roughness of the surface for specular reflexions (the highest is the roughness the more centered is the specular reflexion)
- specularcol : specular color
- mode : integer that can be 0, 1 or 2, it is used to filter the lights used for rendering. (0 = use all ights, 1 = use only lights specified in the following array, 2 = use all lights but those mentionned in the following array)
- array : array of lights if mode is set to 1 or 2.

Images :

 


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