_GeLeTo_ said:I remember when RenderMonkey was first announced, support for Renderman shaders was mentioned. Is this feature being worked on or was it just PR talk?
_GeLeTo_ said:I remember when RenderMonkey was first announced, support for Renderman shaders was mentioned. Is this feature being worked on or was it just PR talk?
K.I.L.E.R said:_GeLeTo_ said:I remember when RenderMonkey was first announced, support for Renderman shaders was mentioned. Is this feature being worked on or was it just PR talk?
Must be worked on, PR talk can't be COMPLETELY wrong. (IE: FSAA will be a driver and hardware feature that will never get taken out in any driver release. CARD COMES OUT: (Q&A team): We are not going to add FSAA at all.)
Tahir said:K.I.L.E.R said:_GeLeTo_ said:I remember when RenderMonkey was first announced, support for Renderman shaders was mentioned. Is this feature being worked on or was it just PR talk?
Must be worked on, PR talk can't be COMPLETELY wrong. (IE: FSAA will be a driver and hardware feature that will never get taken out in any driver release. CARD COMES OUT: (Q&A team): We are not going to add FSAA at all.)
A bit like what they did with SSAA?
K.I.L.E.R said:They never promised to allow SSAA available in the drivers.
tb said:_GeLeTo_ said:I remember when RenderMonkey was first announced, support for Renderman shaders was mentioned. Is this feature being worked on or was it just PR talk?
Renderman shaders can be very complex (take a look at "Apodaca/Gritz Advanced RenderMan"), so I think converting them by hand should be enough, which isn't that complicated because the syntax is not that much different.
Thomas