8/26/2023 0 Comments Renderman booksMikiex, thank you for your feedback! (and I’m sorry for the late response). (For example, mental-mill approach, to hold a study session by using “Shaders for Programmers and Artists” …)Ĭould you please give me some feedback on my comment? But I would like to know your challenges or useful materials to study shaders for artists. Because this book is most adequate material for artists to study shaders so far. I’m going to use ‘shaders for programmers and artist’ as the educational material. I’m actually trying to conduct a study-meeting about ‘shader for artist’ in my team. ‘Tri-Ace’ will give a related presentation at GDC2009. Unfortunately, mental-mill isn’t perfect tool yet.Īdditionaly, I was surprised to see the shader-system which is based on Maya’s hyper-shade developed by ‘Tri-Ace’ at CEDEC2008 in Japan. So I tested mental-mill artist edition for developing prototype shader. As mikiex mentioned in this form, I think that Graph Based Shader System (GBSS) is an interesting approach. However, I believe there are more effective method in the world. As a result, what artists can show programmer is only materials such as photograph, pre-render-image, drawing etc. Because artists usually aren’t familiar with shader-code, they can’t communicate to programmer what they want to express. ![]() After that, I’m looking for the effective way to learn shader with artists who are into shaders.ĭuring the trial and error, I think that it’s difficult for artists to communicate with programmer smoothly when developping new type of shader. When I attended GDC2008, I realized the importance of TA. I’m a kind of technical artist who is located between programmers and artists. Which has some argument on the subject, but like some of the comments, I don’t totally agree with what he is saying.īut maybe I will investigate more the performance of the shaders produced by editors Since writing this I read this post by Wolfgang Engel So then at least if you spot a function like “smoothstep” etc. The gains a losses are probably tiny, its not worth considering.Īs it gives you a rough idea of how much each HLSL function costs, by the amount of instructions it uses. It might also go the other way and it become worse. ![]() You probably wouldnt see much or any improvement with a programmer writing HLSL, you might see a tiny difference if they wrote a shader in ASM. Reading the shaders you output is a good starting point. It helps you become more creative with what you can do with them too. I would recommend learning HLSL, then you can understand the shaders your editor outputs and how shaders work in general. No mater what you write in HLSL, you are at the mercy of the complier (which is different depending on platform) that produces the actual code that runs on the GPU. I think it’s quite hard to mess this up, HLSL is not too complicated. The quality of the code is depedent on the user of the editor and the person who wrote the editor. That is not to say you cant take an existing tool and intergrate it.Īs for the code they produce, it is normally HLSL and can include some hand written blocks of code. Much better than dealing with the code side of it although I do wonder how much more efficent it could be if the shader was then taken and rewritten by a programmer.Īlthough it takes effort to write an editor I think it makes a lot of sense to do this in house, often you need to build it around features of the engine lighting etc. I’ve recently been using our in house tools for realtime shader creation in this way, its been awhile and getting into it has been fun. I know of mental Mill and I guess, Maxwell… Surprises me there are not more Shader creation tools like the ShaderFX tool on the market seems to have taken time for these type of tools to emerge… resource for learning seems scarce as well. ![]() If you have good shader knowledge, Kees and Ben often implement really cool techniques and methods that you can then steal from their code and see how they work (it is also useful for figuring out all the issues with FX files in Max). If you have no Shader knowledge, it will help you get acquainted with the ‘logic’ of creating a shader in a very intuitive interface. If you are a 3ds max user, I’d also suggest ShaderFX. Ben’s DVD is great- people sometimes don’t want to put the time or money into a DVD, but they are easily the best bang for your buck, much better than Google or a book, second only to a friend you can bug for lessons. Most of my suggestions are already put on the Shaders Portal page linked to. I’d avoid the books- as has been stated, they are targetted for programmers and with the other resources available, are just not worth it. Learning shaders is a lot less painful now than it was even a couple years ago. Apparently I have not been doing a good job promoting the Wiki.
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