  | | | CS3 Shader Structure general solution | CS3 Shader Structure general solution 2004-01-16 - By Steve W
Back Good work. That is a nice visual aid.
onelistdrs <ds-mail@(protected)> wrote:I've been working with RDS since version 4 and thru CS3.03 now...all as an amateur/hobby. The shader system is understandable but usability has been hit/miss, not predictable for me. Several tutorials have helped a lot for specific solutions, but I always need a comprehensive overview on one page to see the system before I dig into details.
Not finding a generic explanation other than the reference guide supplied by Eovia, I started systematically exploring and charting my findings. I am not done but have learned a lot and now sharing progress to date with all of you. See file "CS3 shader structure.pdf" I uploaded to Yahoo Carrara files.
Following the .pdf chart lets you see what choices are available before you proceed to build a shader. Also, if you know what type of shader/effect you want, you can start from there. In each case, you can see where you can/will end up as a structure...then you can fill- in the details of texture map/color/procedurals/etc. and know how/where they will be applied. Another next/supplemental chart may be those kinds of details
You are free to use this info if it helps you. I am not done and willing to continue and share if this interests you. I would assume Eovia has a similar flowchart for code development, maybe better, they might also post for us???
Also if any of you have any constructive feedback to make the chart more useful/informative...or if you have any ideas or shader structures that would expand the usefulness of this chart, I'm willing to take the ideas and fill them in and supply the results back as a file update and perhaps submit it to 3dXtract for a future issue with some explanation of how to read/use...and/or Eovia may want to publish it with CS4 ref. guide if it helps people to use Carrara more easily.
What do you think?
Doug
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