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shaderFX一些小心得

Posted on 2015-10-23 18:59  SolHe  阅读(1783)  评论(0编辑  收藏  举报

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
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    submenuname=1 v=5000 Inputs Common
    bitmapnodeindex=1 v=2002 65
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    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
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    posy=1 v=2003 2014.15
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    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
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    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
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#NT=10100 1 UV Set-Hw Shader Nodes-Inputs Common
    PC=15
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    posy=1 v=2003 1504.6
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    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
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    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
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    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
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    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
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    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
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    posy=1 v=2003 1631.98
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    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
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