Extreme
visual complexity can be achieved with models consisting of millions of polygons,
but a better approach is to exploit the displacement capabilities found in
Pixels' new renderer, Tempest. This tutorial presents a simple technique using
basic primitives and task specific displacement shaders to create very complex
objects.
This tutorial
requires PiXELS3D 3.7b10, ShaderMaker Pro and Tempest.
|
Create
a Cylinder. Select the
Shape->Cylinder tool to invoke the Cylinder Options dialog. Click OK
to accept to accept the default settings. |
|
Close
the Ends. Select the
Reshape->Close Ends tool to invoke the Close Ends Options dialog. Click
OK to accept to accept the default settings. |
|
Switch
to Twist & Taper View. Click
anywhere in the Right view, making it the active view. Select the Window->View
Options menu item to invoke the View Options dialog. Change the view from
Right to Twist & Taper. Click OK to apply. |
|
Taper
the Edges. Adjust
the blue (taper) spline as shown. The cylinder should resemble the one shown
below. |
|
|
|
Export
a RIB. Export the Cylinder as a RIB file. We will use this in ShaderMaker
Pro to preview our shader. |
|
Create
a new Folder and Save. Create a new folder. Name it Corncob. Save the
RIB file into this folder. Name the RIB file Corncob.rib. Save the Pixels
scene into this folder as well. Name it Corncob.pxl. |
|
Launch
ShaderMaker Pro. Launch ShaderMaker Pro. Enlarge the preview pane and
change the preview primitive to Corncob.rib. |
|
Load
our Corncob Shader. Click here to download
our corncob shader. Load this into ShaderMaker Pro and preview the shader
applied to the corncob primitive. Notice how much visual complexity we can
achieve with a minimal amount of modeling. See below for an example of this
shader used in a real world project. |