bugaboo
0
Its starting to grok.
Essentially, you are driving the "shader". The pink colored icon which interfaces Cheetah. One of the shaders is called "Material" and this maps to the old system. There can only be one pink shader icon.
When you create a "Material" its going to set up that shader with the necessary inputs. Not to confuse with the shader called "Material".
Considering custom shaders, in the node editor, control click to get the pop up. The "Texture" sub menu is essentially signal generator. Green icon. I guess value is just the intensity of the output and one number. Where as, color is an rgba.
You take the color/value and run it through the filter, math and 'other' nodes. Lastly, input the result into the pink shader icon.
Interesting, there is a state node. I suppose that is where the fragment shader is operating when one of the pixels is calculated.(?) Sort of like a glsl script. That is powerful.
There are constants nodes. I suppose these are used to hardwire an input to one value.
Clicking on any of the icons will show its properties in the upper right corner of the window. Where as, the old "Material" shader is going to produce what we saw in Cheetah version 4.
I suppose the "Default Material" is really just the "Material" shader in disguise.
Looks like a shader file is essentially a xml description of this node structure. And there appears to be texture files stored in it. Which makes me wonder what happens if someone else loads a jas file but they don't have that shader file in their installation? Or can shaders/nodes be embedded in jas files? What if someone has a shader with the same name on another system but different behavior?
Before, I would have to export my model to another program to do this stuff. Now, I don't have to do that. No more file translation hell. Even more cool, you can bake out your shader results to textures with the baking option. Easy to unwrap and bake.
The new app icon works for me. Think there is a cut out in photoshop that looked like the old icon. The new icon is more unique.
Math not much of an overhead for me because its familiar to what is going on with glsl scripts. But the math could be over a lot of people's heads. I suppose that is where the $30 materials library comes in with a 1000 shaders?
Like the bevel and pivot point too.
Essentially, you are driving the "shader". The pink colored icon which interfaces Cheetah. One of the shaders is called "Material" and this maps to the old system. There can only be one pink shader icon.
When you create a "Material" its going to set up that shader with the necessary inputs. Not to confuse with the shader called "Material".
Considering custom shaders, in the node editor, control click to get the pop up. The "Texture" sub menu is essentially signal generator. Green icon. I guess value is just the intensity of the output and one number. Where as, color is an rgba.
You take the color/value and run it through the filter, math and 'other' nodes. Lastly, input the result into the pink shader icon.
Interesting, there is a state node. I suppose that is where the fragment shader is operating when one of the pixels is calculated.(?) Sort of like a glsl script. That is powerful.
There are constants nodes. I suppose these are used to hardwire an input to one value.
Clicking on any of the icons will show its properties in the upper right corner of the window. Where as, the old "Material" shader is going to produce what we saw in Cheetah version 4.
I suppose the "Default Material" is really just the "Material" shader in disguise.
Looks like a shader file is essentially a xml description of this node structure. And there appears to be texture files stored in it. Which makes me wonder what happens if someone else loads a jas file but they don't have that shader file in their installation? Or can shaders/nodes be embedded in jas files? What if someone has a shader with the same name on another system but different behavior?
Before, I would have to export my model to another program to do this stuff. Now, I don't have to do that. No more file translation hell. Even more cool, you can bake out your shader results to textures with the baking option. Easy to unwrap and bake.
The new app icon works for me. Think there is a cut out in photoshop that looked like the old icon. The new icon is more unique.
Math not much of an overhead for me because its familiar to what is going on with glsl scripts. But the math could be over a lot of people's heads. I suppose that is where the $30 materials library comes in with a 1000 shaders?
Like the bevel and pivot point too.
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