SMP 1.5 new features
Power to the People

Brief Synopsis

 

Introduction

Welcome to SMP 1.5. The following twotutorials will help you in working with the new features found in 1.5.

PiXELS3D | studio | v3.6 and above
ShaderMakerPro 1.5

The Global Indexes

One of the coolest features of SMP 1.5 is the creation of nodes required for the Turbulence and fBm nodes. Both these nodes require inputs for their indices. If they do not exist, SMP 1.5 creates the necessary nodes and links them up. If they do exist, it links the existing ones into the newly created Turbulence or fBm node. Test this out by creating multiple fBm and Turbulence nodes. See how a X, Y, and Z Current Point ( local ) nodes are created to fix the index problem. These are your Global Indices, but that doesn't stop you from changing these Global Indices to different nodes, as I will explain.

Create a Global Index
First, open up my sample shader ShaderMakerPro/samples/jarndt folder, fun.smp. Looking at the image on the right, we can see X,Y, and Z Current Point ( local ) nodes linked into the Turbulence node. Let's say we want to animate the Turbulence by using the current frame number. We would need to create both a Math Function and a Frame Number node, do so now.
Global X Index Test
First link out X Current Point into the first input of the Math Function node, then the Frame Number into the second. We have basically create the framework for our Global X Index. Now select only the Math Function and in the Edit Menu select Assign Global X. Our Math Function is now the current shader's Global X Index.
Linkage
If we were to recreate our Turbulence or a new Turbulence/fBm node the Global X Index will link into the X Index of the node just created. You should see something like pictured left. What this means is we have created a temporary Global X an we can simply create very complex Global X indices to help expedite the creation of our shaders. Go ahead and make Global Indexes for the Y and Z.

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