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View Full Version : bump node different in scripted batch mode vs client mode


storage
06-05-2008, 08:28 PM
When I create a bumpmap node using the XSI client and get it's properties, the list of properties returned is different from when I do the exact same thing in scripted batch mode.
I used the following code:
var newBump = CreateObjectFromPreset("Shaders\\Texture\\Bump\\Bumpmap", "newBumpMap");
var params = newBump.Parameters;
var strParams = params.GetAsText();
LogMessage("Bumpmap params: "+strParams); In the client the output is:
// INFO : Bumpmap params: TransientObjectContainer.newBumpMap.Name,Transient ObjectContainer.newBumpMap.bump,TransientObjectCon tainer.newBumpMap.inuse,TransientObjectContainer.n ewBumpMap.input,TransientObjectContainer.newBumpMa p.scale,TransientObjectContainer.newBumpMap.spacin g
In batch mode the output is:
// INFO : Bumpmap params: TransientObjectContainer.newBumpMap.Name,Transient ObjectContainer.newBumpMap.bump,TransientObjectCon tainer.newBumpMap.input,TransientObjectContainer.n ewBumpMap.inuse
As you can see the paramaters are different. In client mode the bumpmap node has Name, bump, inuse, input, scale, and spacing parameters. Whereas, the scripted batch only has Name, bump, inuse and input paramaters. I know that in 6.01 zBump was integrated into XSI, and there is a sib_zbump.spdl file that shows the same parameters as the client bumpmap.

So why is it that in client mode XSI makes a zbump bumpmap and in scripted batch mode it makes a regular bumpmap?

septopus
06-05-2008, 09:18 PM
are you getting errors, or artifacts in your render jobs?
or youre just wondering why?