同事需要一个能让贴图流动起来的shader,于是花了两天时间搞了一个,在这里要十分感谢同事的建议和提醒。
参考资料:《Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK》
使用工具:shaderFX
工具平台:Autodesk Maya2015
ShaderFX入门
1.要使用shaderFX首先要确保maya版本不低于2015。
2.在window-setting/preferencing-Plugin Manager中勾选该功能。
3.打开材质编辑器,第一个材质就是Shaderfx Shader,中键拖拽该材质到目标物体上即可。
4.双击物体,在物体材质属性可以看到一个Open ShaderFX的按钮,点击它就可以进入ShaderFX的编辑窗口,在这个窗口中,用户可以在Node Browser中双击目标节点来调入节点,也可以在鼠标的右键菜单中找到目标节点,使用还是很方便的。
ShaderFX使用注意事项:
1.在ShaderFX中,节点起到的是功能作用,而连线起到的是数据传递作用。
Hw Shader Nodes组的values有这样几种类型:Float,Float2,Float3,Float4.。这四种类型的参数的连线颜色都不一样,可以自己连一下看看。add节点的计算需要连进来的数据类型一致,如果不一致,math节点的计算就是无效的,会报错,或者无法在节点图标上预览效果。比如说Float4数据类型用于存储rgba四个通道的信息,而Float3数据类型用于存储rgb三个通道的信息,用math组中的add节点去计算这两种数据类型之和,显然是不严谨的。相应的,subtract节点也要求数据类型一致。而multiply节点则没有这个要求,Float数据类型与Float4数据类型相乘在逻辑上是成立的。而用Float2与Float4相乘结果如何,读者可以自己试试看~所以说,math组中的节点对数据类型的要求很简单,就是逻辑正确。
2.每个节点在连线完毕后都会出现一个圆形小按钮,点击就可以在节点图标上预览当前效果了。
3.先就这些吧~
案例:模拟UDK中的Flow map。
效果:使用mari导出的flowmap去控制物体表面材质,使其流动。
脚本如下:拷贝存为sfx文件由shaderFX导入即可
SFX_WIN Version=24 GroupVersion=-1.0 Advanced=0 HelpID=0 NumberOfNodes=33 #NT=10100 1 Hw Material Base-Hw Shader Nodes-Core PC=35 name=1 v=5000 _Material version=1 v=2003 1.602 posx=1 v=2003 2369.65 posy=1 v=2003 2158.54 classname=1 v=5000 Hw Material Base submenuname=1 v=5000 Core bitmapnodeindex=1 v=2002 10 isadvanced=1 v=2001 1 advanceddelete=1 v=2001 1 helpid=1 v=2002 73 grpnodecolor=1 v=5012 4 grpPosX=1 v=2003 -1131.73 grpPosY=1 v=2003 -143.923 disableconsolidation_HwShader=2 e=1 v=2001 0 value_ClampDynamicLights=2 e=1 v=2002 99 value_MaxNumberLights=2 e=1 v=2002 3 value_Gamma=2 e=2 v=2001 0 value_Wireframe=2 e=3 v=2001 0 value_DepthWrite=2 e=4 v=2001 1 value_DepthTest=2 e=4 v=2001 1 value_CastShadow=2 e=5 v=2001 1 value_SurfaceMaskCutoff=2 e=6 v=2003 0.0 value_SSAO=2 e=7 v=2001 1 options_Tessellation=2 e=900 v=5012 0 value_FlatTessellationBlend=2 e=901 v=2003 0.0 value_BoundingBoxMultiplier=2 e=902 v=2003 1.0 value_ClippingBiasAdd=2 e=902 v=2003 5.0 options_Displacement=2 e=1000 v=5012 0 options_VDM_CoordSys=2 e=1001 v=5012 0 value_DisplacementMultiplier=2 e=1002 v=2003 1.0 value_DisplacementOffset=2 e=1003 v=2003 0.5 cgfxprofile_HwShader=2 e=1999 v=5012 0 config_HwShader=2 e=2000 v=5012 1 shadername_HwShader=2 e=2001 v=5000 saveshadertodisk_HwShader=2 e=2002 v=5015 group=-1 ISC=9 SVT=2002 2002 0 _NumberOfLights SVT=5001 3002 0 _ObjectVertexPosition SVT=5001 2003 0 SVT=5001 3002 0 _Displacement SVT=5001 5018 0 _SurfaceShader SVT=5001 2003 0 _SurfaceMask SVT=5001 2003 0 _SurfaceMaskCutoff SVT=2001 2001 0 _Gamma SVT=1001 1002 0 OSC=0 #NT=10100 1 Traditional Game Surface Shader-Hw Shader Nodes-Surface Shaders PC=26 name=1 v=5000 TraditionalGameSurfaceShader version=1 v=2003 1.421 posx=1 v=2003 2155.74 posy=1 v=2003 1958.45 previewswatch=1 v=2002 2 classname=1 v=5000 Traditional Game Surface Shader submenuname=1 v=5000 Surface Shaders bitmapnodeindex=1 v=2002 10 isadvanced=1 v=2001 1 advanceddelete=1 v=2001 1 helpid=1 v=2002 74 grpnodecolor=1 v=5012 4 grpPosX=1 v=2003 -990.608 grpPosY=1 v=2003 169.65 options_Specular=2 e=1 v=5012 0 options_Diffuse=2 e=1 v=5012 0 value_FlipBackFaces=2 e=1 v=2001 1 value_TranslucencyDistortion=2 e=1100 v=2003 0.2 value_TranslucencyPower=2 e=1101 v=2003 3.0 value_TranslucencyMinimum=2 e=1102 v=2003 0.0 color_TranslucencyOuter=2 e=1104 v=3003 1.0,0.64,0.25,1.0 color_TranslucencyMedium=2 e=1105 v=3003 1.0,0.21,0.14,1.0 color_TranslucencyInner=2 e=1106 v=3003 0.25,0.05,0.02,1.0 value_UseStreamLightData=2 e=1500 v=2001 0 value_BakedLightColorSet=2 e=1502 v=5000 BakedLightColorSet value_BakedLightColorSetUnshared=2 e=1503 v=2001 1 group=-1 ISC=17 SVT=5001 2003 0 _Opacity SVT=5001 3002 0 _Emissive SVT=5001 2003 0 _AmbientOcclusion SVT=5001 3002 0 _DiffuseColor SVT=5001 2003 0 _SpecularPower SVT=5001 3002 0 _SpecularColor SVT=5001 3002 0 _Reflection SVT=5001 2003 0 _ReflectionIntensity SVT=5001 3002 0 _Normal SVT=5001 3002 0 _ObjectThickness SVT=5001 2003 0 _BlendedNormal SVT=5001 2003 0 _BlendedNormalMask SVT=5001 3002 0 _AnisotropicDirection SVT=5001 3001 0 _AnisotropicSpread SVT=5001 3002 0 _IBL SVT=5001 2003 0 _Weight SVT=1001 1002 0 OSC=2 SVT=5001 5018 0 _SurfaceShader CC=1 C=1 0 0 0 4 0 0 CPC=0 SVT=1001 1002 0 CC=0 #NT=10100 1 Texture Map-Hw Shader Nodes-Textures PC=31 name=1 v=5000 _TextureMap version=1 v=2003 1.88 posx=1 v=2003 1921.78 posy=1 v=2003 1935.8 previewswatch=1 v=2002 2 classname=1 v=5000 Texture Map submenuname=1 v=5000 Textures bitmapnodeindex=1 v=2002 64 helpid=1 v=2002 19 grpnodecolor=1 v=5012 6 grpPosX=1 v=2003 -1103.29 grpPosY=1 v=2003 -17.5179 defineinheader_MyTexture=2 e=1 v=2001 0 texturepath_MyTexture=2 e=1 v=5000 M:\temp\adu\Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Project_Files\Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Referenced Files\Water_Caustics.tif uvindex_UVs=2 e=2 v=2002 0 exposetoui_MyTexture=2 e=3 v=2001 1 uvsetname_UVs=2 e=3 v=5000 autoPreviewTexture_MyTexture=2 e=4 v=2001 1 fullpathinshader_MyTexture=2 e=4 v=2001 0 perinstanceunshared_UVs=2 e=4 v=2001 0 value_ConvertToLinearSpace=2 e=4 v=2001 0 mipmaplevels_MyTexture=2 e=5 v=2002 -1 texturenodename_MyTexture=2 e=5 v=5000 filter_Sampler=2 e=6 v=5012 0 addressu_Sampler=2 e=7 v=5012 0 addressv_Sampler=2 e=8 v=5012 0 addressw_Sampler=2 e=9 v=5012 0 bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0 uveditororder_MyTexture=2 e=12 v=2002 -1 uigroup_MyTexture=2 e=13 v=5000 uiorder_MyTexture=2 e=13 v=2002 0 group=-1 ISC=4 SVT=5001 3001 0 _UV SVT=5001 2003 0 SVT=2001 2001 0 _ConvertToLinearSpace SVT=1001 1002 0 OSC=7 SVT=5001 3003 0 _RGBA CC=0 SVT=5001 3002 0 _Color CC=1 C=2 1 0 1 3 0 0 CPC=0 SVT=5001 2003 0 _Red CC=0 SVT=5001 2003 0 _Green CC=0 SVT=5001 2003 0 _Blue CC=0 SVT=5001 2003 0 CC=0 SVT=5001 1002 0 CC=0 #NT=10100 1 UV Set-Hw Shader Nodes-Inputs Common PC=15 name=1 v=5000 _UVSet version=1 v=2003 1.67 posx=1 v=2003 1716.52 posy=1 v=2003 1865.27 previewswatch=1 v=2002 2 classname=1 v=5000 UV Set submenuname=1 v=5000 Inputs Common bitmapnodeindex=1 v=2002 65 helpid=1 v=2002 23 grpnodecolor=1 v=5012 5 grpPosX=1 v=2003 -450.0 grpPosY=1 v=2003 -221.667 uvindex_UVs=2 e=2 v=2002 0 uvsetname_UVs=2 e=3 v=5000 perinstanceunshared_UVs=2 e=4 v=2001 0 group=-1 ISC=4 SVT=2002 2002 0 SVT=5000 5000 0 SVT=2001 2001 0 SVT=1001 1002 0 OSC=3 SVT=5001 3003 0 _UVWZ CC=0 SVT=5001 3001 0 _UV CC=1 C=3 1 0 2 0 0 0 CPC=0 SVT=5001 1002 0 CC=0 #NT=10100 1 Normal Map-Hw Shader Nodes-Textures PC=33 name=1 v=5000 NormalMap version=1 v=2003 1.12 posx=1 v=2003 -563.765 posy=1 v=2003 717.359 previewswatch=1 v=2002 2 classname=1 v=5000 Normal Map submenuname=1 v=5000 Textures bitmapnodeindex=1 v=2002 64 helpid=1 v=2002 75 grpnodecolor=1 v=5012 6 grpPosX=1 v=2003 -753.418 grpPosY=1 v=2003 -97.1114 defineinheader_MyTexture=2 e=1 v=2001 0 texturepath_MyTexture=2 e=1 v=5000 D:/flow_map.tga uvindex_UVs=2 e=2 v=2002 0 exposetoui_MyTexture=2 e=3 v=2001 1 uvsetname_UVs=2 e=3 v=5000 value_FlipGreenChannel=2 e=3 v=2001 0 autoPreviewTexture_MyTexture=2 e=4 v=2001 1 fullpathinshader_MyTexture=2 e=4 v=2001 0 perinstanceunshared_UVs=2 e=4 v=2001 0 mipmaplevels_MyTexture=2 e=5 v=2002 -1 texturenodename_MyTexture=2 e=5 v=5000 filter_Sampler=2 e=6 v=5012 0 addressu_Sampler=2 e=7 v=5012 0 addressv_Sampler=2 e=8 v=5012 0 addressw_Sampler=2 e=9 v=5012 0 bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0 uveditororder_MyTexture=2 e=12 v=2002 -1 uiorder_MyTexture=2 e=13 v=2002 0 uigroup_MyTexture=2 e=13 v=5000 options_Normal=2 e=800 v=5012 0 value_InvertGreenChannel=2 e=900 v=2001 0 group=-1 ISC=3 SVT=5001 3001 0 _UV SVT=5001 2003 0 _NormalHeight SVT=1001 1002 0 OSC=3 SVT=5001 3002 0 _Normal CC=1 C=4 0 0 12 1 2 0 CPC=0 SVT=5001 2003 0 CC=0 SVT=5001 1002 0 CC=0 #NT=20086 0 PC=3 posx=1 v=2003 -1006.91 posy=1 v=2003 960.623 previewswatch=1 v=2002 1 group=-1 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=5 0 1 6 0 1 0 CPC=0 #NT=20016 0 PC=3 posx=1 v=2003 -784.0 posy=1 v=2003 960.783 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=2 C=6 0 3 8 0 1 0 CPC=0 C=6 0 3 10 0 1 0 CPC=0 #NT=20150 0 PC=4 posx=1 v=2003 -1008.64 posy=1 v=2003 1197.02 previewswatch=1 v=2002 1 value=2 e=0 v=2003 0.5 group=-1 ISC=0 OSC=1 SVT=5001 2003 1 CC=4 C=7 0 1 6 1 2 0 CPC=0 C=7 0 1 10 1 2 0 CPC=0 C=7 0 1 30 0 1 0 CPC=0 C=7 0 1 31 1 2 0 CPC=0 #NT=20050 0 PC=3 posx=1 v=2003 -327.805 posy=1 v=2003 992.353 previewswatch=1 v=2002 1 group=-1 ISC=1 SVT=5001 2003 1 OSC=1 SVT=5001 2003 2 CC=2 C=8 0 2 13 0 1 0 CPC=0 C=8 0 2 30 1 2 0 CPC=0 #NT=20050 0 PC=3 posx=1 v=2003 -299.885 posy=1 v=2003 1300.9 previewswatch=1 v=2002 1 group=-1 ISC=1 SVT=5001 2003 1 OSC=1 SVT=5001 2003 2 CC=1 C=9 0 2 14 0 1 0 CPC=0 #NT=20026 0 PC=3 posx=1 v=2003 -556.079 posy=1 v=2003 1269.5 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=1 C=10 0 3 9 0 1 0 CPC=0 #NT=20150 0 PC=3 posx=1 v=2003 -565.952 posy=1 v=2003 468.854 previewswatch=1 v=2002 1 group=-1 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=11 0 1 12 0 1 0 CPC=0 #NT=20016 0 PC=3 posx=1 v=2003 -290.798 posy=1 v=2003 739.798 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 2003 1 SVT=5001 3002 2 OSC=1 SVT=5001 3002 3 CC=2 C=12 0 3 13 1 2 0 CPC=0 C=12 0 3 14 1 2 0 CPC=0 #NT=20016 0 PC=3 posx=1 v=2003 43.3996 posy=1 v=2003 1008.98 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 2003 1 SVT=5001 3002 2 OSC=1 SVT=5001 3002 3 CC=1 C=13 0 3 25 0 1 0 CPC=0 #NT=20016 0 PC=3 posx=1 v=2003 49.4592 posy=1 v=2003 1315.81 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 2003 1 SVT=5001 3002 2 OSC=1 SVT=5001 3002 3 CC=1 C=14 0 3 24 0 1 0 CPC=0 #NT=10100 1 Normal Map-Hw Shader Nodes-Textures PC=33 name=1 v=5000 NormalMap version=1 v=2003 1.12 posx=1 v=2003 1119.27 posy=1 v=2003 2014.15 previewswatch=1 v=2002 2 classname=1 v=5000 Normal Map submenuname=1 v=5000 Textures bitmapnodeindex=1 v=2002 64 helpid=1 v=2002 75 grpnodecolor=1 v=5012 6 grpPosX=1 v=2003 -753.418 grpPosY=1 v=2003 -97.1114 defineinheader_MyTexture=2 e=1 v=2001 0 texturepath_MyTexture=2 e=1 v=5000 M:\temp\adu\Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Project_Files\Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Referenced Files\Water_Ripple_Normal.tif uvindex_UVs=2 e=2 v=2002 0 exposetoui_MyTexture=2 e=3 v=2001 1 uvsetname_UVs=2 e=3 v=5000 value_FlipGreenChannel=2 e=3 v=2001 0 autoPreviewTexture_MyTexture=2 e=4 v=2001 1 fullpathinshader_MyTexture=2 e=4 v=2001 0 perinstanceunshared_UVs=2 e=4 v=2001 0 mipmaplevels_MyTexture=2 e=5 v=2002 -1 texturenodename_MyTexture=2 e=5 v=5000 filter_Sampler=2 e=6 v=5012 0 addressu_Sampler=2 e=7 v=5012 0 addressv_Sampler=2 e=8 v=5012 0 addressw_Sampler=2 e=9 v=5012 0 bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0 uveditororder_MyTexture=2 e=12 v=2002 -1 uiorder_MyTexture=2 e=13 v=2002 0 uigroup_MyTexture=2 e=13 v=5000 options_Normal=2 e=800 v=5012 0 value_InvertGreenChannel=2 e=900 v=2001 0 group=-1 ISC=3 SVT=5001 3001 0 _UV SVT=5001 2003 0 _NormalHeight SVT=1001 1002 0 OSC=3 SVT=5001 3002 0 _Normal CC=1 C=15 0 0 28 1 2 0 CPC=0 SVT=5001 2003 0 CC=0 SVT=5001 1002 0 CC=0 #NT=20016 0 PC=3 posx=1 v=2003 395.274 posy=1 v=2003 1588.93 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 3001 1 SVT=5001 2003 2 OSC=1 SVT=5001 3001 3 CC=1 C=16 0 3 27 0 1 0 CPC=0 #NT=10100 1 UV Set-Hw Shader Nodes-Inputs Common PC=15 name=1 v=5000 _UVSet version=1 v=2003 1.67 posx=1 v=2003 -555.065 posy=1 v=2003 1504.6 previewswatch=1 v=2002 1 classname=1 v=5000 UV Set submenuname=1 v=5000 Inputs Common bitmapnodeindex=1 v=2002 65 helpid=1 v=2002 23 grpnodecolor=1 v=5012 5 grpPosX=1 v=2003 -450.0 grpPosY=1 v=2003 -221.667 uvindex_UVs=2 e=2 v=2002 0 uvsetname_UVs=2 e=3 v=5000 perinstanceunshared_UVs=2 e=4 v=2001 1 group=-1 ISC=4 SVT=2002 2002 0 SVT=5000 5000 0 SVT=2001 2001 0 SVT=1001 1002 0 OSC=3 SVT=5001 3003 0 _UVWZ CC=0 SVT=5001 3001 0 _UV CC=2 C=17 1 0 16 0 1 0 CPC=0 C=17 1 0 19 0 1 0 CPC=0 SVT=5001 1002 0 CC=0 #NT=20027 0 PC=3 posx=1 v=2003 -192.968 posy=1 v=2003 1906.39 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=1 C=18 0 3 19 1 2 0 CPC=0 #NT=20026 0 PC=3 posx=1 v=2003 111.215 posy=1 v=2003 1921.68 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 3001 1 SVT=5001 2003 2 OSC=1 SVT=5001 3001 3 CC=1 C=19 0 3 22 0 1 0 CPC=0 #NT=20017 0 PC=4 posx=1 v=2003 -557.703 posy=1 v=2003 1904.29 previewswatch=1 v=2002 1 value=2 e=0 v=2003 0.0 group=-1 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=20 0 1 18 0 1 0 CPC=0 #NT=20150 0 PC=3 posx=1 v=2003 -561.559 posy=1 v=2003 1739.22 previewswatch=1 v=2002 1 group=-1 ISC=0 OSC=1 SVT=5001 2003 1 CC=3 C=21 0 1 16 1 2 0 CPC=0 C=21 0 1 18 1 2 0 CPC=0 C=21 0 1 22 1 2 0 CPC=0 #NT=20016 0 PC=3 posx=1 v=2003 394.615 posy=1 v=2003 1954.19 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 3001 1 SVT=5001 2003 2 OSC=1 SVT=5001 3001 3 CC=1 C=22 0 3 26 0 1 0 CPC=0 #NT=10100 1 Normal Map-Hw Shader Nodes-Textures PC=33 name=1 v=5000 NormalMap version=1 v=2003 1.12 posx=1 v=2003 1124.87 posy=1 v=2003 1631.98 previewswatch=1 v=2002 2 classname=1 v=5000 Normal Map submenuname=1 v=5000 Textures bitmapnodeindex=1 v=2002 64 helpid=1 v=2002 75 grpnodecolor=1 v=5012 6 grpPosX=1 v=2003 -753.418 grpPosY=1 v=2003 -97.1114 defineinheader_MyTexture=2 e=1 v=2001 0 texturepath_MyTexture=2 e=1 v=5000 M:\temp\adu\Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Project_Files\Implementing a Flow Map Fluid Pipeline Between MARI and UDK\Referenced Files\Water_Ripple_Normal.tif uvindex_UVs=2 e=2 v=2002 0 exposetoui_MyTexture=2 e=3 v=2001 1 uvsetname_UVs=2 e=3 v=5000 value_FlipGreenChannel=2 e=3 v=2001 0 autoPreviewTexture_MyTexture=2 e=4 v=2001 1 fullpathinshader_MyTexture=2 e=4 v=2001 0 perinstanceunshared_UVs=2 e=4 v=2001 0 mipmaplevels_MyTexture=2 e=5 v=2002 -1 texturenodename_MyTexture=2 e=5 v=5000 filter_Sampler=2 e=6 v=5012 0 addressu_Sampler=2 e=7 v=5012 0 addressv_Sampler=2 e=8 v=5012 0 addressw_Sampler=2 e=9 v=5012 0 bordercolor_Sampler=2 e=10 v=3003 0.0,0.0,0.0,0.0 uveditororder_MyTexture=2 e=12 v=2002 -1 uiorder_MyTexture=2 e=13 v=2002 0 uigroup_MyTexture=2 e=13 v=5000 options_Normal=2 e=800 v=5012 0 value_InvertGreenChannel=2 e=900 v=2001 0 group=-1 ISC=3 SVT=5001 3001 0 _UV SVT=5001 2003 0 _NormalHeight SVT=1001 1002 0 OSC=3 SVT=5001 3002 0 _Normal CC=1 C=23 0 0 28 0 1 0 CPC=0 SVT=5001 2003 0 CC=0 SVT=5001 1002 0 CC=0 #NT=20108 0 PC=3 posx=1 v=2003 301.813 posy=1 v=2003 1344.95 previewswatch=1 v=2002 1 group=-1 ISC=1 SVT=5001 3002 1 OSC=6 SVT=5001 2003 2 CC=0 SVT=5001 2003 3 CC=0 SVT=5001 3001 4 CC=1 C=24 2 4 27 1 2 0 CPC=0 SVT=5001 2003 5 CC=0 SVT=5001 3002 6 CC=0 SVT=5001 2003 7 CC=0 #NT=20108 0 PC=3 posx=1 v=2003 300.824 posy=1 v=2003 1040.58 previewswatch=1 v=2002 1 group=-1 ISC=1 SVT=5001 3002 1 OSC=6 SVT=5001 2003 2 CC=0 SVT=5001 2003 3 CC=0 SVT=5001 3001 4 CC=1 C=25 2 4 26 1 2 0 CPC=0 SVT=5001 2003 5 CC=0 SVT=5001 3002 6 CC=0 SVT=5001 2003 7 CC=0 #NT=20026 0 PC=3 posx=1 v=2003 866.142 posy=1 v=2003 1981.68 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 3001 1 SVT=5001 3001 2 OSC=1 SVT=5001 3001 3 CC=1 C=26 0 3 15 0 0 0 CPC=0 #NT=20026 0 PC=4 posx=1 v=2003 867.639 posy=1 v=2003 1618.15 previewswatch=1 v=2002 1 compoundassignment=1 v=2001 1 group=-1 ISC=2 SVT=5001 3001 1 SVT=5001 3001 2 OSC=1 SVT=5001 3001 3 CC=1 C=27 0 3 23 0 0 0 CPC=0 #NT=20031 0 PC=3 posx=1 v=2003 1391.75 posy=1 v=2003 2037.69 previewswatch=1 v=2002 2 group=-1 ISC=3 SVT=5001 3002 1 SVT=5001 3002 2 SVT=5001 2003 3 OSC=1 SVT=5001 3002 4 CC=1 C=28 0 4 1 8 0 0 CPC=0 #NT=20017 0 PC=3 posx=1 v=2003 1121.29 posy=1 v=2003 2228.75 value=2 e=0 v=2003 0.5 group=-1 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=29 0 1 28 2 3 0 CPC=0 #NT=20022 0 PC=3 posx=1 v=2003 921.923 posy=1 v=2003 1201.92 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=1 C=30 0 3 31 0 1 0 CPC=0 #NT=20027 0 PC=3 posx=1 v=2003 1180.38 posy=1 v=2003 1234.23 previewswatch=1 v=2002 1 group=-1 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=1 C=31 0 3 32 0 1 0 CPC=0 #NT=20040 0 PC=3 posx=1 v=2003 1402.9 posy=1 v=2003 1266.05 previewswatch=1 v=2002 1 group=-1 ISC=1 SVT=5001 2003 1 OSC=1 SVT=5001 2003 2 CC=0