Tunnel FX with ShaderMaker
Power to the People

Use the Power of ShaderMaker to create a Fly-Through

 

Introduction

In this tutorial, I will demonstrate how a few shader nodes can bring the simplest of scenes to life.

This tutorial requires:

Pixels3D | studio | v3.x
ShaderMaker Pro

Open the Scene

Open the tunnel_start.pxl scene file. It is a very simple model consisting of a camera looking through a cylinder. Black Fog is used to fade the tunnel, and eliminate the sharp falloff at the end.

Close the File, and launch ShaderMaker Pro.

Create a Shader for the Tunnel

This is the node group that will provide the functionality of the shader.

1/10th of the Frame number is being added to the Z_Current_Point_Local coordinate.. This means the z index of the fBm node will be in constant motion, and the fBm field will travel along the Z-Axis.

I've lowered the Octaves to 2.00 to smooth out the appearance of the shader.

Use the fBm to Control the Coloration of the Shader
Blender nodes are incredibly powerful. The colors are blended based on the input or a slider. In this case, we'll mix white and blue with the animated fBm we created in the last step.
The Final Shader
Here's the layout for the final shader. Notice the high specular value. This will make lights glint brightly off of the surface. The low Roughness value adds a 'glossy' quality to the object. The shader uses the same animated fBm to control a reflection map & animate the bump value. The Red Ambience adds an irridescance to the surface.
Thinking Outside the Box

An often overlooked feature is the ability to use any value as node input multiplier. Notice the Bump slider has a range of 0.000 to 1.000.

However, higher values can be typed in. This is vital to creating certain effects. Notice I've set the Bump to 40.00. This will translate to a value of 4000.00 in Pixels 3D Studio, which will create an interesting effect.

Test the Shader
Load the shader into Pixels 3D Studio, and try a quick render. Once you're satisfied with the results, apply the shader to the cylinder in the tunnel_start.pxl file.
Final Render

With the shader applied to the cylinder, set a frame range, and do a final render.

It looks like displacement, but the high bump values render significantly faster, and use far less geometry.

 

 

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