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Introduction |
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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
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Open
the Scene |
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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.
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Create
a Shader for the Tunnel |
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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.
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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. |
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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 |
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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.
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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. |
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Final
Render |
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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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