  | | | Re: CS3 Shader Structure general solution | Re: CS3 Shader Structure general solution 2004-01-16 - By Bruce Hart
Back This is helpful.
I've seen some 3D programs where you get a node/schematic view and can use that to run/flow one shader into another, etc. I think this can be cumbersome if it's the only way to do texturing but could be a handy addition/alternative to the current texture room and even if the schematic view were read-only it could still help you understand how a given shader works (for instance if you were trying to analyze someone else's shader). pixels3d has something called shadermakerpro that I think is along these lines: http://www.pixels3d.com/products/images/smp_ss.jpg
You can already put a "reference shader" into a channel so it seems like the carrara texturing system might already support such a thing under the hood.
> > 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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