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K3D 0.8 Big problem...

Hi all,
It seems that the renderman surface shader is not sent to the engine. the displacement shader yes but not the surface one.
Let's put a cube in the scene.
Add a renderman surface shader like bluemarble.
Add a renderman displacement shader like dented.
render with the bundled aqsis
Result: one purely white cube.
If I lower Ka in the surface shader, k3d renders a gray cube WITH the displacement shader.
I'm on Vi$ta32. I have no errors in the log window.
Can you help me. Thanks in advance.

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K3D 0.8 Big problem...

I'm able to reproduce this issue on Ubuntu - it's not that the surface shader isn't sent to Aqsis, it's that the bluemarble shader isn't getting compiled for some reason. In fact, I'm noticing lots of shaders that are failing to compile, without any complaint from aqsl. This is indeed serious, thanks for the heads-up ...
Cheers,
Tim

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K3D 0.8 Big problem...

Ok, it's a problem in the paths with / and \. But it's a mess to find the solution between k3dshaderpathcahe and env variables. I have weird results in the path with empty characters instead of ":/". I've found a workaround: put all the k3d shaders path to aqsisrc and compile all the shaders (well, the ones which works with aqsis). seems to go well like that... so I go like that.
I must think to make the jump on linux :)
Edit: we write at the same time !!
edit2: I confirm that some shaders can't compile. some have syntax errors and some have a problem with snoise2 in noise.h called by rmannotes.

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K3D 0.8 Big problem...

Just as a followup - I've added some regression tests to identify failing shaders, and there are a bunch on both Aqsis and Pixie, so I'm cleaning them up, one-by-one. We'll have another release once things are fixed.
Cheers,
Tim

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K3D 0.8 Big problem...

cool.thanks

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Joined: 09/22/2009 - 18:47
K3D 0.8 Big problem...

So, the K-3D 0.8.0.1 binaries have been released - what you'll find is that we cleaned-up/removed a lot of duplicate, failing, or outright unusable shaders, leaving behind only shaders that compile and execute cleanly. We also made some changes to the code that compiles shaders when they're needed. So give it a shot and let us know if there are any other problems.
Cheers,
Tim

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