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Introduction |
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One of the most powerful
features in ShaderMaker is the ability to animate any
shader property in the timeline using FCurves. This tutorial
will demonstrate how to animate the transition from a 'dry'
shader to a 'wet' one.
This tutorial
requires:
Pixels3D
| studio | v3.x
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Create
a Dry Shader. |
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Create a default Sphere.
Create a new shader for the sphere.
Use a default fBm to the bump node, with a value of
16.000. Set the Specular & Roughness Sliders
to 0.5.
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Do a quick render. The object appears dry. Good.
Now we'll set up the FCurves.
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Setting
up the FCurves |
| Back in ShaderMaker,
choose Function Curve from the Specular Value popup
menu. |
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The Function Curve Dialog opens. Here you can specify the name
of the function curve that will appear in the timeline. Since
we're animating the Specular Value, accept the default name,
and click OK.
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Do the same for the Roughness Value.
Then, drag the Specular & Roughness Sliders to 1.000.
Why? Because the values we specify in the timeline will be
multiplied by the slider value. Setting the sliders to 1.000,
ensuresthe value you keyframe, will be the same value that is
applied.
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To
the TimeLine... |
| A new FCurve category
called Shaders will be added to the object the shader is
applied to. If this isn't the case with your sphere, apply the
Null Shader, then re-apply the Shader. This rebuilds the Shader
FCurves. |
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Quick
Animation |
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At frame 0, set the values for the Shader parameters
as shown. Replace the existing keyframe by Option-Clicking
on the name of the FCurve.
This is a 'dry' frame.
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| Press the Return
Key, and go to frame 30. |
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Increase the Specular Value, and lower the Roughness
Value.
Set keyframes for the shader parameters.
This is a 'wet' frame.
If you were to render the animation, the sphere would appear
to moisten.
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Applications
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Use FCurves anytime you require exact control over a shader
parameter. The movie on this tutorial. The torus is initially
dry, but once dipped in the water, it appears wet. This was
accomplished using only a few keyframes for Specularity &
Roughness.
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