Home » Download, Featured, XSI

SaveRenderMesh

15 February 2009 47,354 views 59 Comments

Installation

The plugin is provided as an XSI Add-On file, and as such, you can simply drag and drop the link from the download page to install it. Alternatively, download the file, and then drag and drop it into XSI, or use the File -> Add-On -> Install menu option.
Download... Windows V1.0 (26Kb)

Usage

For versions 6 and below of XSI:
To add the SaveRenderMesh lightmap shader to your render tree, you need to go to Nodes -> Texture -> More… in the render tree menu. This will pop up a file browser.
Since you installed this as an addon, you can use the “Paths” button on the right hand side of the file browser to select the “FXNut_SaveRenderMesh” addons directory. From here, you need to navigate to the following directory:

“DataDSPresetsShadersLightmap”

and pick the FXNut_SaveRenderMesh preset. This will add the shader to your render tree.

For version 7 and above:
Just drag and drop FXNut_SaveRenderMesh from the shader list on the left hand side of the render tree.

As of XSI 2011, you’ll need to add a Writable Image Clip to your tree manually to specify where the image is to be saved. You can find this underneath the User Tools menu in the Render Tree, and pick “Create SSS Lightmap”.

Acknowledgements

A big thank you to Ben Rogall who offered to compile this plugin for the 64 bit platform. To use it, just install the xsiaddon as usual. You may also need to install version 8 of Microsoft’s C Runtime Library (typically, you’ll know if you need to since you’ll get a “shader not found” error in the log window of XSI). You can download the installation for the runtime libraries here. Ben has done some great plugins for XSI and it’s definitely worth checking out his website.

Thanks also go to Guy Rabiller for the suggestion to use a lightmap to achieve this functionality. Before, I was struggling with getting a geometry shader to do this, and without this suggestion, I’d probably have given up. Thanks Guy!

1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading...

59 Comments »

  • AndyN (author) said:

    Hi Christian,
    Apologies, I don’t have time right now to test this right now for you, I’m flat out on a project. But I’ll try and look at it when I get some time.

    Cheers,
    Andy

  • Thomas said:

    Unfortunately nothing works for me. I applied the shader as described to the geometry which will be instanced by an ice emitter. I press “render current frame”, but no file gets written to the HDD.

    What needs to be done in order to get this to work? A special render menu from which to start the rendering?

  • AndyN (author) said:

    Hi Thomas,
    No, you don’t need any special menu to get it to work, in fact, it’ll work just in the render region, and you don’t even need to render the whole frame. All the work is done in the preprocessing part of the render.

    I suggest that you might want to try it on a simple object first before trying it with ICE instances. Just to make sure you understand the process. Trying to use it with ICE is generally a bit flaky for some reason, so don’t be surprised if it doesn’t work.

    Cheers,
    Andy

  • JevgenyS said:

    Doesn’t work in Softimage 2013 🙁

  • AndyN (author) said:

    Okay. Will look into it.

  • JevgenyS said:

    Thank you very much for your hard work Andy!
    I love your tutorials

  • JevgenyS said:

    Saw a video tutorial. But forgot where it was. Maybe you know it

  • JevgenyS said:

    Cant get the OBJ created in SI2013

  • JevgenyS said:

    Si2013 doesnt provide the node lightmap_color

Leave your response!

Add your comment below, or trackback from your own site. You can also subscribe to these comments via RSS.

You can use these tags:
<a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>

This is a Gravatar-enabled weblog. To get your own globally-recognized-avatar, please register at Gravatar.