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	<title>Comments on: About exporting shaders</title>
	<atom:link href="http://www.xsi-blog.com/archives/243/feed" rel="self" type="application/rss+xml" />
	<link>http://www.xsi-blog.com/archives/243</link>
	<description>People and thoughts behind XSI in production...</description>
	<pubDate>Tue, 06 Jan 2009 13:15:29 +0000</pubDate>
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		<item>
		<title>By: Bernard Lebel</title>
		<link>http://www.xsi-blog.com/archives/243#comment-15712</link>
		<dc:creator>Bernard Lebel</dc:creator>
		<pubDate>Thu, 23 Aug 2007 23:16:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/243#comment-15712</guid>
		<description>Hi thiago, sorry for the long delay in replying, just saw your comment.

Well for this project I designed a "pass" granule. The pass granule is a file that is not too far from the scntoc. It is a XML file.

It lists all passes with render options, but also all partitions with their properties (including things like applied materials, overrides, volumic, etc). It also contains the pass shader stacks.

Each pass granule is tied to a lightset, as passes are created at the same as lightsets. Each lightset is tied to a specific stage (aka environment, aka set). The pass granule has the same name as the lightset, so it's clear what goes with what.

Now the thing is that our pipeline is database-driven, so it's easy to export and import pass granules, and it's also easy to establish relations between pass granules, overrides (which are exported separately), lightsets, and stages. All the user has to do is to specify which stage he is working in, and he gets a choice of related assets to import. Works well for the most part.


Cheers
Bernard</description>
		<content:encoded><![CDATA[<p>Hi thiago, sorry for the long delay in replying, just saw your comment.</p>
<p>Well for this project I designed a &#8220;pass&#8221; granule. The pass granule is a file that is not too far from the scntoc. It is a XML file.</p>
<p>It lists all passes with render options, but also all partitions with their properties (including things like applied materials, overrides, volumic, etc). It also contains the pass shader stacks.</p>
<p>Each pass granule is tied to a lightset, as passes are created at the same as lightsets. Each lightset is tied to a specific stage (aka environment, aka set). The pass granule has the same name as the lightset, so it&#8217;s clear what goes with what.</p>
<p>Now the thing is that our pipeline is database-driven, so it&#8217;s easy to export and import pass granules, and it&#8217;s also easy to establish relations between pass granules, overrides (which are exported separately), lightsets, and stages. All the user has to do is to specify which stage he is working in, and he gets a choice of related assets to import. Works well for the most part.</p>
<p>Cheers<br />
Bernard</p>
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	<item>
		<title>By: thiago</title>
		<link>http://www.xsi-blog.com/archives/243#comment-15648</link>
		<dc:creator>thiago</dc:creator>
		<pubDate>Sat, 18 Aug 2007 08:30:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/243#comment-15648</guid>
		<description>thanks for share your experience with this. 
I found that share passes is really hard.... I wish to have a tool that let us able to manage passes inside the whole project or at least a couple of scenes.</description>
		<content:encoded><![CDATA[<p>thanks for share your experience with this.<br />
I found that share passes is really hard&#8230;. I wish to have a tool that let us able to manage passes inside the whole project or at least a couple of scenes.</p>
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	<item>
		<title>By: robert</title>
		<link>http://www.xsi-blog.com/archives/243#comment-15557</link>
		<dc:creator>robert</dc:creator>
		<pubDate>Wed, 25 Jul 2007 05:43:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/243#comment-15557</guid>
		<description>let me add - great article Bernard. Very thorough and clearly the result of experience. Good job!</description>
		<content:encoded><![CDATA[<p>let me add - great article Bernard. Very thorough and clearly the result of experience. Good job!</p>
]]></content:encoded>
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	<item>
		<title>By: Bernard Lebel</title>
		<link>http://www.xsi-blog.com/archives/243#comment-15512</link>
		<dc:creator>Bernard Lebel</dc:creator>
		<pubDate>Tue, 10 Jul 2007 02:08:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/243#comment-15512</guid>
		<description>Hey Jason, glad you find this article useful. I won't be at Siggraph this year. I'm considering the idea of writing a quick start scripting tutorial on the blog about dealing with shaders, maybe that could help a few people out there :-)</description>
		<content:encoded><![CDATA[<p>Hey Jason, glad you find this article useful. I won&#8217;t be at Siggraph this year. I&#8217;m considering the idea of writing a quick start scripting tutorial on the blog about dealing with shaders, maybe that could help a few people out there :-)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jason Dexter</title>
		<link>http://www.xsi-blog.com/archives/243#comment-15508</link>
		<dc:creator>Jason Dexter</dc:creator>
		<pubDate>Mon, 09 Jul 2007 11:53:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/archives/243#comment-15508</guid>
		<description>Very thorough article Bernard.  If you're at Siggraph, hit me up for a beer, this has saved me quite a bit of effort.</description>
		<content:encoded><![CDATA[<p>Very thorough article Bernard.  If you&#8217;re at Siggraph, hit me up for a beer, this has saved me quite a bit of effort.</p>
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