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Introduction |
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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
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The
Global Indexes |
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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.
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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. |
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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. |
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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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