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shaderMeister User Manual - Version 1.1
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1. global presets are stored in a directory that is accessible to all users on the current machine and can be mirrored on a server On Windows the location is allusersprofile Documents dbw LightWavePlugins On OSX UB it is Library Preferences LightWave3D SimplePresets content presets are stored in the current content directory shaderMeister supports the concept of default presets If you name a preset default then it will be loaded automatically if shaderMeister is added to a scene shaderMeister searches for default presets in the user global and content presets in that order This means that a default content preset overrides a global default which in turn has precedence over a user preset Save as Preset This option allows you to save the current shaderMeister settings to a preset Choose any of the three types and enter a name for the preset You can also use the small pop up to select any of the currently available preset names 9 July 2010 Version 1 1e Page 6 shaderMeister User Manual User Interface Delete Preset VOERE This allows you to select and of the available Preset presets and delete them from the hard drive Load Settings from File This allows you to load previously saved settings for exrTrader from a file Save Settings To File This allows you to save the current exrTrader settings to a file Custom directories for presets It is possible to define user dir
2. Meister User Manual Version 1 1a 2009 2010 by db amp w Bornemann und Wolf GbR Software License and Limited Warranty Agreement PLEASE READ CAREFULLY BEFORE DOWNLOADING INSTALLING OR USING THIS SOFTWARE THIS SOFTWARE LICENSE AGREEMENT IS A LEGAL AGREEMENT BETWEEN YOU EITHER AN INDIVIDUAL OR IF PUR CHASED OR OTHERWISE ACQUIRED BY OR FOR AN ENTITY AN ENTITY AND DB amp W BORNEMANN UND WOLF GBR BY CLICKING THE ACCEPT BUTTON OPENING THE PACKAGE DOWLOADING INSTALLING OR OTHERWISE USING THIS SOFTWARE YOU AGREE TO BECOME BOUND BY THE TERMS OF THIS LICENSE IF YOU DO NOT AGREE TO THE TERMS OF THIS LICENSE CLICK THE DO NOT ACCEPT BUTTON AND DO NOT DOWNLOAD INSTALL OR USE THIS SOFTWARE OTHERWISE 1 0 DEFINITIONS Licensee means you the User who agrees to all of the terms set forth in this Software License and Warranty Agreement by downloading installing or using this software Licensed Software shall mean the shaderMeister plug in for LightWave 3D and documentation for shaderMeister Software shall mean the shaderMeister plug in for LightWave 3D and documentation for shaderMeister 2 0 OWNERSHIP OF THE SOFTWARE The Licensee acknowledges and agrees that all of the computer programs and associated documentation are owned exclusively by db amp w Bornemann und Wolf GbR You agree that the price paid by you for the Software is a license fee granting you only rights set forth in this License Agreement
3. Scalar Colour Vector Comment Node Sen These nodes allow you to extract an vo shaderMeister Global Surface Overrid O amp Version 1 1 Integer Scalar Colour of Vector value 13 Winde from the item currently being shaded Sep 29 2009 One usage example would be tweaking the settings used by an ambient occlusion node on a per item basis for an ambient occlusion pass lf the current item has no valid comment then a default value will be used or the value connected to the nodes input The values stored in the item comments may either be valid for the current item only or for the item including all children Syntax The syntax for item comment variables 1 shaderMeister Global Surface Overrid CO amp is as follows VI 3 win6 type name value 1 Sep 29 2009 or type name value starts a variable definition that is valid Luminosity only for the current item an starts a variable definition that is also applied to child items unless they have their own variable of the same name which overrides the previous one separates the type from the name of the variable separates the name of the variable from the value denotes the end of the variable anything following the semi colon in the comment is ignored Type can either be i s c or v for yo shaderMeister Global Surface Overrid O id Integer Scalar Colour or Vector VT 1 wirt variables respectively Sep 29 2009 Th
4. You ve all done a great job and your feedback time criticism and bug hunting skills were invaluable We also thank the LightWave community and the members of the LightWave Plugin Developers mailing list especially Marvin Landis and Ernie Wright for their insight into the more obscure depths of the LightWave SDK db amp w Bornemann und Wolf GbR Seyfferstr 34 70197 Stuttgart Germany www db w com info db w com Table of Contents introduction 1 COMP dl lt AE EE EE ee OE EE RE EE EE N ee eee 1 BU OE EE EE N OE EE N EE EN N 1 setting up shaderMeister 2 Jet ue E 2 PRS IS dies D 3 INEIUGEO Ml GE Leila 3 What shaderMeister does and how it does it 4 shaderMeister Master Handler Plugin 6 PS SS AG EE 6 Node INBUE CONNECUONS E 9 Node Input Connections and LightWave Butters eee Ee ee ee Ee ee ee ee ee 10 shaderMeister Shader Plugin 11 PV la BE 11 Filter Node 12 wer Le 12 Node Vleit en GE 15 Node WUTC Wellt ee AE 15 Boolean Node 17 Beer e 17 Node INPUT CONNECTIONS E 18 Node OUMU CONMNECHONS ee Se EE ee ea er ee 18 Surface Exposure Node 19 Node Output CONNECTIONS esse seek se Ee ER ee EER ER Ee ee ee Re ee ee Ee Re ee ee ee ee ee ee Ee ee ee ee ee 19 Light Group Node 20 PASS Klee Vie N NEE E ER OE ORE IE N 20 oe ds AE EE EE EE EE Eee 20 le 21 ole 21 Global Light Group Node 22 KR le e 22 Edit IO al EIIE G OU EE EE en ee ee ED ee ee 22 Get Integer Scalar Colour Vector Comment Node 23 Sk AE EE ee
5. 3 0 RESTRICTED LICENSE shaderMeister db amp w Bornemann und Wolf GbR grants Licensee a non exclusive non transferable non assignable non sub licensable revocable and restricted license to use Licensed Software in machine readable object code form only The licensee agrees to use the Software solely for the purposes as outlined in this Agreement The License Agreement does not convey to the licensee any ownership rights or any other interest in the software 4 0 SCOPE OF LICENSE This Software is licensed to be installed and used only in connexion with one LightWave 3D license A valid license must be purchased for each LightWave 3D license 5 0 LICENSE RESTRICTIONS No license is granted to Licensee for any other purpose and Licensee may not sell rent lent lease loan or sub license or otherwise encumber or transfer the Licensed Software in whole or in part to any third party for any purpose 5 1 Licensee may not duplicate or modify or translate or decompile or create derivative works of the Licensed Software or disassemble or reverse engineer script or protocols of the Licensed Software 5 2 Licensee agrees to use all reasonable efforts to protect the Software from unauthorized use modification re production distribution or publication 5 3 Licensee acknowledges that nothing in this Agreement gives Licensee the right to use any trademark trade name or service mark of db amp w Bornemann und Wolf GbR or any third party from wh
6. OE RE EE EE N N Ere 23 Vi Examples Appendices 28 Network ee ele e BEE 28 Known Bi le 28 vii shaderMeister User Manual Introduction lintroduction Compatibility shaderMeister is compatible with LightWave3D 9 3 up to LightWave 3D 9 6 1 It currently runs with the Windows 32bit Windows 64bit and Mac OSX versions of LightWave It has been tested with Windows 2000 the 32bit and 64bit versions of Windows XP as well as Mac OSX This is why you will see screen shots of both the OSX and the Windows port in this manual Please visit http shadermeister db w com for more up to date information Features shaderMeister has been thoroughly tested in production by us and our trusty beta testers The main features of shaderMeister are Version 1 1 Advanced Presets system Free point upgrades free support Light Groups Item comment based variables exposed via nodes New selection types for the Item Filter Custom paths to load and store presets Batteries not included 1 And fortunately also not required 9 July 2010 Version 1 1e Page 1 shaderMeister User Manual Setting up shaderMeister setting up shaderMeister Installation The download contains ZIP compressed files for all platforms supported by shaderMeister Extract the appropriate ZIP file for your platform Windows 32 bit 64 bit The shaderMeister p file can be copied to any directory where you keep your plugins We recommend using a manu
7. be the baseColour or the newColour input Scalar Depending on the result of the filter this will either be the baseScalar or the newScalar input Material Depending on the results of the filter this will either be the baseMaterial of the newMaterial input 9 July 2010 Version 1 1e Page 16 shaderMeister User Manual Boolean Node Boolean Node af shaderMeister Global Surface Overrid O A This node allows you to combine two is 1 0 Malina logical values using Boolean logic ma Mar 17 2009 Using the Logic output of the Filter Node this allows you to design elaborate selections to narrow down the parts of a scene that shaderMeister affects Boolean logic deals with elements that can only have two values true or false 1 or 0 respectively User Interface InputA This button allows you to set Input A to either True active or False not active if nothing is connected to the respective input Input B This button allows you to set Input B to either True active or False not active if nothing is connected to the respective input Operation The Boolean operations are best explained with logic tables as there is a difference to the usage of the words in English A and B The AND Operation returns true if both inputs have the same value Input A Input B Result True True True True False False False True False False False True AorB The OR Operation returns true if either of the inputs is tru
8. included in a light group by item comments associated to the light As with light names and as explained in detail in the Filter Node section wildcards are allowed 6 Hopefully that is 9 July 2010 Version 1 1e Page 20 shaderMeister User Manual Filter Filter This control is enabled if the Filter by option is either set to Light Name or Light Comment This contains the string that is used to filter the lights Wildcards are allowed as explained in the section about the Filter Node Pick This control is enabled if the Filter by option is set to either Light List or Light Name If the Filter by option is set to Light List the following panel will be displayed Select Lights Uneelected selected The lights in the left column show all the lights in the scene that are not a part of the light group the lights on the right hand side are part of the light group The controls should be self explanatory If the Filter by option is set to Light Name the Pick panel will D s be displayed as shown on the right The selection will either Replace the current Filter or Append to it including the insertion of a character to concatenate it to the existing Filter 7 If they re not then we apparently screwed up the user interface design In any case if you have any problems feel free to contact US 9 July 2010 Version 1 1e Page 21 shaderMeister User Manual Global Light Group Node Globa
9. selection will either Replace the current Filter or Append to it including the insertion of a character to concatenate it to the existing Filter Node Input Connections Logic This integer input allows you to daisy chain multiple Filter or Boolean nodes It will be combined with the result of the filter using the Logic Operation baseVector baseColour baseScalar base Material These inputs will be passed through to the respective outputs if the filter is not true NewVector newColour newScalar newMaterial Logic Logic These inputs will be passed through to the respective outputs if the filters baseVector Vector o true bazeColou Colour baseScalar Scalar Invert CO baseMateral Material newYector This integer input will invert the result of the filter if itis set to anything butO amp newColour O news calar Node Output Connections newh aterial Invert Logic This output is 1 if the result of the filter and the Logic Operation on the Logic input result in a true Otherwise it is 0 This allows you to daisy chain the Filter node with other filter nodes or Boolean Logic nodes to create complex ex inclusions Vector Depending on the result of the filter this will either be the baseVector or the newVector input 9 July 2010 Version 1 1e Page 15 shaderMeister User Manual Node Output Connections Colour Depending on the result of the filter this will either
10. S the currently shaded surface available in the shaderMeister Nodal Graph dr ad Colour Highlights O This allows you to modify existing surfaces as opposed to just replacing Colour Filter D them Diffuse Sharpness D The outputs correspond to the matching channels in the layered surface Additive Transparency editor and include the effects of layers and envelopes on the surface Reflection Blurring Retraction Blurring O These are basically the surface channel as seen by the shader plugin the effects of nodal surfacing are ignored Node Output Connections Colour Diffuse Luminosity Specular Reflection Transparency Refraction Index Translucency Colour Highlights Colour Filter Diffuse Sharpness Additive Transparency Reflection Blurring Refraction Blurring These outputs correspond to the surface properties in the surface editor Changes due to nodal surfacing are not available due to SDK limitations 9 July 2010 Version 1 1e Page 19 shaderMeister User Manual Light Group Node Light Group Node Version 1 1 Pass Through The Light Group Node can restrict the lights that are used by other nodes for their respective computations The basic idea is quite simple The node has one Colour and one Material input as well as one matching Colour and Material output Anything connected to either of these inputs will only be able to get lit by the lights defined in the Light Group Node but only if you ac
11. ally created plugin directory to separate third party plugins from plugins shipped with LightWave 3D This will simplify upgrades of LightWave 3D Now use the Edit Plug ins panel alt F11 of the Add Plugins menu item to add the plugin file shaderMeister p to LightWave 3D Mac OS X UB ea OO i shaderMeister OD The OS X version of shaderMeister is included _ 5 items Zero KB available as a DMG Disk Image Double click on the db amp w finest plugins icon to mount the disk image It also includes a folder of sample content as shown in the examples section of this manual Universal Binary shaderMeister plug Install app You can simply drop the in shaderMeister plugin icon onto the Install PFO the piugin onto the install Applicauon application to install it ki The plugin will either be copied to w mdi RTF Current User installation option Library Application UserManual SampleContent Readme rtf l V1 0 pdf Support LightWave3D Plugins ELE 4 or All Users installation option Library Application Support LightWave3D Plugins In both cases LightWave 3D 9 6 will automatically pick up the plugins once you launch it You are of course free to copy the plugin file to another location and add it manually The download contains ZIP compressed files for all platforms supported by shaderMeister Extract the appropriate ZIP file for your platform The shaderMeister p file can be copied to any directory wher
12. append edit licenses locked to the dongle installed on the host machine It will however manage multiple licenses allowing for a single registration file on your network share Included Plugins shaderMeister is a collection of plugins for LightWave 3D Currently it consists of the following plugins e shaderMeister both a Surface Shader and a Master Handler e shaderMeister generic can be assigned to a shortcut or added as a menu item e Surface Exposure Node e Various nodes fo filter surfaces items or lights 2 Our key generator needs some sleep every now and then 9 July 2010 Version 1 1e Page 3 shaderMeister User Manual What shaderMeister does and how it does it What shaderMeister does and how it does it Originally Posted by Exper shaderMeister allows you to override the Parameter 1 use it to change the value of Parameter 1 shading of surface on a scene by scene basis This is accomplished by a shader plugin that needs to be applied to all surfaces that should be overridden by shaderMeister When rendering the shader plugin will detect if a shaderMeister global shading graph is present and then evaluate it eg oe BW gt LightWave Surface Editor Global Shading Graph Surface Node Editor Final Surface Sample The shaderMeister global shading graph itself is saved with the scene A master handler plugin manages it Once you have applied the shader to all surface
13. aw 10 2 Neither party may assign or otherwise transfer any of its rights or obligations under this Agreement without the prior written consent of the other party except that db amp w Bornemann und Wolf GbR may assign this Agreement to any other company 10 3 If any part of this Agreement is found void and unenforceable it will not affect the validity of the balance of the Agreement which shall remain valid and enforceable according to its terms In the event that it is determined by a court of competent jurisdiction as a part of a final non appeal able judgement that any provision of this Agreement or part thereof is invalid illegal or otherwise unenforceable such provision will be enforced as nearly as possible in accordance with the stated intention of the parties while the remainder of the Agreement will remain in full force and effect and the parties will be bound by obligations which approximate as closely as possible the effect of the provision found invalid or unenforceable without being themselves invalid or unenforceable The waiver of any breach or default shall not constitute a waiver of any other right in this Agreement or any subsequent breach or default No waiver shall be effective unless in writing and signed by an authorized representative of the party to be bound Failure to pursue or delay in pursuing any remedy for a breach shall not constitute a waiver of such breach 10 4 Licensee agrees that the Licensee shall indemni
14. e Input A Input B Result True True True True False True False True True False False False 9 July 2010 Version 1 1e Page 17 shaderMeister User Manual User Interface Axor B The XOR Operation returns true only if the inputs have different values Input A Input B Result True True False True False True False True True False False False Invert As expected this inverts the result of the Boolean operation Node Input Connections A This is the first parameter of the Boolean operation A value of 0 corresponds to false any other value is true This is the second parameter of the Boolean operation A value of 0 corresponds to false any other value is true Invert This inverts the result of the boolean operation False turn to true true to false Node Output Connections Out This is the result of the boolean operation A true value will be exposed as 1 false as 0 9 July 2010 Version 1 1e Page 18 shaderMeister User Manual Surface Exposure Node surface Exposure Node Expose Suf 1 Please Note Ed Colour D The Surface Exposure Node should only be added to shaderMeister Diffuse O nodal Surface Graphs applied using the Master Handler plugin Luminosity O It will fail to produce any meaningful output in any other Node Editor EE R within LightWave 3D Reflection D It is still very useful though Transparency D The Surface Exposure Node makes the shading properties and channels of ie nags
15. e type is not case sensitive and only the first letter of the type is evaluated This allows for i I integer Integer or even idunnowhattosay as the type for an integer variable The name is not case sensitive either It may also contain spaces but obviously neither the nor the character Value is a single number in case of an Integer or Scalar variable a comma separated group of three numbers in case of either a Colour or a Vector value 9 July 2010 Version 1 1e Page 23 shaderMeister User Manual Syntax Examples s Luminosity 0 5 1 ShaderMeister Global Surface Overrid x This defines a scalar variable that is m VLA wind called Luminosity and has a value of 0 5 for this item only Color BaseCoat 1 0 0 0 1 0 This defines a colour variable called BaseCoat which is set to purple for this item and all its children c basecoat 0 0 1 0 0 0 This defines a colour variable called basecoat which is set to green for the current item Since variable names are not case sensitive this would overwrite the previous BaseCoat variable for the current item They thus have the same variable name as far as the Node is concerned sep 29 2009 V up_and_away 0 0 1 0 0 0 This defines a vector variable named up and away for the current item and all children the value is 0 0 1 0 0 0 X Y Z 8 The three components are Red Green Blue in that order 9 July 2010 Version 1 1e Pa
16. e you keep your plugins We recommend using a manually created plugin directory to separate third party plugins from plugins shipped with LightWave 3D This will simplify upgrades of LightWave 3D Now use the Edit Plug ins panel alt F11 of the Add Plugins menu item to add the plugin file shaderMeister p to LightWave 3D To be able to use shaderMeister you will need to register and activate it with the activation code we will send you 9 July 2010 Version 1 1e Page 2 shaderMeister User Manual Registration Registration Registration for shaderMeister shaderrmelster db w com 11111 LUI dame Michael Wolf Company Mame Belangen Mal Wie Ee Once you ve installed the plugin apply the shaderMeister master handler plugin to your scene and click on the Register Plugin button Enter your full name company name if applicable and e mail address Export the registration and attach it to an e mail to registration db w com We will mail you an activation code within 24 hours after payment is received depending on the time difference You can import the keyfile attached to the activation e mail Your registration is now complete and you will see the interface of shaderMeister allowing you to use it The registration file is stored in the same directory as the plugin in the file shaderMeister key If you use multiple licenses of LightWave 3D from a single network share the registration manager will only
17. ectories to store the presets in This is done by placing a text file called SimplePresetPaths cfg either into The LightWave Programs directory The directory where the LW settings are located e and or the content directory The files are read in that order and preset paths defined in an earlier configuration file can be overwritten The text file should be formatted as such this is just a comment anything that starts with a is ignored first the name of the path as displayed to the user no spaces allowed followed by the path network db w lightwave presets local_temp c my_temp_presets The path name is not case sensitive it will be capitalized automatically It may not contain spaces though You can also overwrite the existing default paths by using user content or global as path names Global Shading Enabled This is a switch to deactivate shaderMeister Nodal Graph This opens the nodal shading graph that serves as the override The inputs reflect the settings that are available via the normal surface editor However since shaderMeister is applied as a shader they may behave differently Disable Surface Nodes This option disables all nodes that are applied to the original surface There are two reasons to do so 1 Speed up rendering 2 The shading and materials applied by surface nodes are applied after the shader has been evaluated This overwrites the changes made by shaderMaster Disabl
18. efractions as well One can even limit shading using the current recursion level The downside is that the shader needs to be applied 3 Sigh you win some and you lose some but this at least happens semi automatically by pressing a button 9 July 2010 Version 1 1e Page 5 shaderMeister User Manual shaderMeister Master Handler Plugin shaderMeister Master Handler Plugin This plugin is the core of shaderMeister EE galt co o e It manages a global nodal surfacing graph that overrides LightWave s native surface via the Shader Plugin 1 1 Win sep 24 2009 The global surfacing graph is loaded and saved via the master handler and thus scene specific This allows you to easily create different scenes with different global shading overrides The Master Handler Plugin supports presets to facilitate this and allow you to create a library of overrides User Interface Presets Using the Presets pop up you can apply any of your presets Save your current settings as a preset or delete existing presets shaderMeister uses a custom system to manage presets The main reason for developing a custom system was to differentiate between user global and project content directory specific settings l d Y De Settings from File ethings to File oe em user presets are stored in the same directory where your LightWave3D configuration files are stored in a subdirectory called SimplePresets
19. for all of the foregoing shall be limited to the greater of the amount if any actually paid by you for the Licensed Software or U S 5 00 The foregoing limitations exclusions and disclaimers shall apply to the maximum extent permitted by applicable law even if any remedy fails its essential purpose 9 3 Licensee will hold db amp w Bornemann und Wolf GbR harmless from any claims based on Licensee s use of the Licensed Software for any purposes and from any claims that later versions or releases of any Licensed Software furnished to Licensee are incompatible with the Licensed Software provided to Licensee under this Agreement 9 4 Licensee shall have the sole responsibility to adequately protect and backup Licensee s data or equipment used in connexion with the Licensed Software Licensee shall not claim against db amp w Bornemann und Wolf GbR for lost data inaccurate output work delays or lost profits resulting from Licensee s use of the Licensed Software 9 5 Neither party will be liable for any indirect punitive special incidental or consequential damage in connection with or arising out of this Agreement including loss of business revenue profits use data or other economic advantage however it arises whether for breach or in tort even if that party has been previously advised of the possibility of such damage 10 0 GENERAL TERMS AND INDEMNITY 10 1 Any action relating to or arising out of this Agreement shall be governed by German l
20. fy defend and hold harmless db amp w Bornemann und Wolf GbR and its respective officers directors employees agents Successors and assigns from any damage allegation cost loss liability or expense including court costs and reasonable fees for attorneys or other professionals arising out of or resulting from or in connexion with any breach or claimed breach of the terms of this Agreement or warranties provided herein Trademark and copyright information 2009 2010 db amp w Bornemann und Wolf GbR All rights reserved All brands company names and product names are trademarks or registered trademarks of their respective holder TRADEMARKS This paper may contain brands company names and product names of third parties and following are the requirements for identifying trademarks and registered trademarks of those third parties This list is not exhaustive and the paper may contain brands company names and product names of additional third parties All brands company names and product names are trademarks or registered trademarks of their respective holder LightWave and LightWave 3D are registered Trademarks of NewTek Inc Acknowledgements Software Design and Development Michael Wolf Management Dagmar Bornemann Documentation Michael Wolf Product Marketing Dagmar Bornemann Kudos to Matt Gorner for his gorgeous illustration Thank you Matt we owe you Special thanks go to our superb team of beta testers
21. ge 24 shaderMeister User Manual Examples Examples We ve collected a few simple examples do give an idea of the possibilities that shaderMeister al lows for These are available as Content Presets in the shaderMeister Sample scene which is included with the plugin Just load the sample scene open shader Meister select any of the Content Presets and press F9 to render The image on the right is the sample scene without shaderMeister Ambient Occlusion Pass This preset just renders a standard ambient oc 2 d e Li clusion pass to be used in compositing ssi Ma E Global Ambient Occlusion This preset mixes an ambient occlusion shader with all existing surfaces Please note that any nodal surfaces will over ride this preset Lit Ambient Occlusion Pass This preset is a variation of standard Ambient Occlusion that takes normal lighting into account j Lit areas are less affected by ambient occlu E sion This is designed to be used in compositing Courtesy of Guillaume Wyatt 9 July 2010 Version 1 1e Page 25 shaderMeister User Manual Examples Global Lit Ambient Occlusion This preset is a variation of standard Ambient Occlusion that takes normal lighting into account This preset mixes the lit occlusion with the ex isting surfaces Courtesy of Guillaume Wyatt Normal Pass This renders an image where the surface nor mals are encoded in the RGB channels Courtesy
22. htWave 3D 9 3 1 to 9 6 and has been reported to NewTek and fixed for subsequent versions of LightWave3D Surface Name 4 but currently unreleased 9 July 2010 Version 1 1e Page 8 shaderMeister User Manual Node Input Connections Node Input Connections Here is a description of the inputs available in the node graph These inputs are evaluated from top to bottom This implies that the lower inputs may override the ones further up in the node Colour Luminosity Diffuse Specular Glossiness Reflection Transparency Refraction Index Translucency These inputs correspond to the shading properties as defined in the surface editor They may be overridden by surface nodes Normal This overrides the following bump input allowing you to set the normal for the current surface directly as opposed to using a bump value Bump Colour Highlights Colour Filter Diffuse Sharpness Additive Transparency Reflection Blurring Refraction Blurring These inputs correspond to the shading properties as defined in the surface editor They may be overridden by surface nodes Override This input is special and modifies how the following inputs behave It has been designed to work in conjunction with the Logic output of the Filter Node or the Logic Node explained later in this manual If nothing is connected to Override then the following inputs will behave as expected lf Override is connected and the value that is pa
23. ing Surface Nodes allows shaderMeister to overwrite nodal materials and shaders again 9 July 2010 Version 1 1e Page 7 shaderMeister User Manual User Interface Use Global Light Group Enables the global light group for all inputs evaluated by the shaderMeister Surface node inputs Version 1 1 Edit Global Light Group The global light group allows you to define a selection of lights that will be used when a V1 1 winB4 evaluating nodes Ep ER Edit Global Light Group Version 1 1 The light group will be used for all nodes connected to the shaderMeister Surface node if Use Global Light Group is active There is also a Global Light Group Node which allows you to selectively restrict the lights visible to upstream nodes in any other nodal shading graph such as those placed on a normal surface Clicking on the Edit Global Light Group button will open a new panel Please have a look at the section covering the Light Group Node as well as the Global Light Group Node for a detailed explanation of the controls Scene Editing This option allows for simple batch operations on the current objects Add All Shaders This adds the shaderMeister shader plugin to all surfaces that don t have it applied yet Remove All Shaders This removes the shaderMeister shader plugin from all surfaces Unfortunately this will crash if surfaces contain shaders in addition to the shaderMeister shader This is a bug in Lig
24. l Light Group Node Sen Just like the Light Group Node the Global Light Group Node will restrict the lights available to nodes that are upstream connected to the inputs Version 1 1 The main difference being that the Global Light Group Node shares the same light group with all other instances of the node as well as the main shaderMeister Surface node if Use Global Light Group is enabled The global light group can be edited either from the Global Light Group Node itself or the main shaderMeister user interface via the Edit Global Light Group button The global light group itself is only saved via the shaderMeister master plugin This implies that the global light group is saved with the scene and not with any objects If no global light group exists then the Global Light Group node will automatically pass through Pass Through Global Light Group 1 VII Mini sep 24 2009 If you enable this control then the light group will not be used upstream of this node Effectively the Colour input will go straight into the Colour output the Material input will go straight into the Material output Edit Global Light Group This opens a new panel Edit Global Light Group that is virtually identical to the options present in the Light Group Node VT ab sep 29 2009 9 July 2010 Version 1 1e Page 22 shaderMeister User Manual Get Integer Scalar Colour Vector Comment Node Get Integer
25. lugin needs to be applied to all add Shader Y Edi surfaces that you intend to override with On Name shaderMeister If there is no shaderMeister global shading network in the scene the shader plugin will do nothing In Modeler it will do nothing as well The shaderMeister shader can be mass applied using the Scene Editing option in the master handler The objects will need to be saved after that to YLO winde make the change permanent Mar 17 2003 No other settings are saved with the Shader Plugin it is just used if the shaderMeister Master Handler is present in the scene Nodal Graph This button opens the global shading graph from any instance of the shaderMeister Shader Plugin for your convenience The global shading graph is still only saved with the Master Handler plugin 9 July 2010 Version 1 1e Page 11 shaderMeister User Manual Filter Node Filter Node Fiter DI The Filter Node allows you to filter the currently shaded spot by e Surfaces e Items e Object name as stored on disk as a lwo e Weight Map Values e Item Comments Gun These are filtered using their names or allow you to precisely select aseMaterial Materi Version 1 1 items surfaces with the exception of the Weight Map option You can use DV eC wildcards to let the filter match more than one surface item object User Interface Pass Through This button completely disables the a node VI Dhur The respective n
26. n filter the surface by a number of criteria The options that are based on names are suited for presets if you adhere to a strict naming Version 1 1 scheme within your scenes Surface List by Object Surface List by Scene Surface List by Object Surface Name Lem List This allows you to open a panel using Pick button that displays a list of Item Name all current objects and their respective surfaces bject Name Weight Map value The surfaces picked will only contribute to the filter for the objects they EED en belong to Surfaces with identical names but applied to different objects will be treated as different surfaces Surface List by Scene This displays a list of all surfaces in a scene when you click on the Pick button Only surfaces are displayed regardless of the objects they belong to Surface Name This filters by the surface name Item List This displays a list of all items in the current scene when you click on the Pick button 5 Object as in lwo file that is 9 July 2010 Version 1 1e Page 13 shaderMeister User Manual User Interface Item Name This filters by the item name as displayed in LightWave 3D This also includes layer names Object Name This filters by the object name as stored on disk the iwo file Weight Map Value This filters by weight maps tem Comment This option allows you to filter by item comments This is extremely handy as item comments a
27. ode inputs will be Mar 17 2009 passed through to the outputs without change If there is nothing connected to the inputs the outputs will be either O or black depending on the output type Logic Operation This setting allows you to modify the output of the Filter Node with the output of another Filter or Boolean node The result of a boolean operation on the Logic input and the result of the filtering operation within the node will be used to determine the outputs of the Filter node This allows you to daisy chain and combine multiple filter nodes The boolean operations are Logic AND Filter If both the Logic input and the Filter result are the same then the Logic output will be true and the new inputs will be passed through The AND Operation returns true if both inputs have the same value Logic Input Filter Result True True True True False False False True False False False True 9 July 2010 Version 1 1e Page 12 shaderMeister User Manual User Interface Logic OR Filter The OR Operation returns true if either of the inputs is true Logic Input Filter Result True True True True False True False True True False False False Logic XOR Filter The XOR Operation returns true only if the inputs have different values Logic Input Filter Result True True False True False True False True True False False False Invert Filter Inverts the logic of the filter Filter by You ca
28. of Guillaume Wyatt Object Space Normal Pass This renders an image where the surface nor mals in object space are encoded in the RGB channels Courtesy of Guillaume Wyatt RGB Matte This preset assigns either red green or blue to the surfaces This allows as compositing applica tion to use a single RGB image as a matte for three different selections In a way this is like three alpha channels com bined into a single image Courtesy of Guillaume Wyatt 9 July 2010 Version 1 1e Page 26 shaderMeister User Manual Examples RGB Matte using an Item Hierarchy This is the same as the RGB Matte in this case the parent Null objects are selected for the Matte in the Filter Nodes with the Include Children op tion selected RGB Matte using Comments This is another variant of the RGB Matte this time using Item Comments to filter the surfaces Camera Normals This renders an image where the surface nor mals relative to the camera are encoded in the RGB channels Not quite useful for relighting as the normals stick to the camera even when it orbits around the object but has its uses for fake fresnel effects blue channel or as a displacement input red and green channels for a fake refraction effect Please note if you apply this preset you are likely to change the current camera in the Item Node Courtesy of Guillaume Wyatt Camera Normals remapped This renders an image where the s
29. om db amp w Bornemann und Wolf GbR has acquired license rights 5 4 The License and other terms and conditions set forth in this Agreement shall apply to any and all versions and components of the Licensed Software furnished by db amp w Bornemann und Wolf GbR to Licensee during the term of this Agreement and all versions and components of the Licensed Software used by Licensee in accordance with this Agreement 5 5 The Licensed Software shall be used only by Licensee and only subject to the terms and conditions in this Agreement 6 0 TITLE PROPRIETARY RIGHTS AND DEVELOPMENT 6 1 The Licensee agrees that db amp w Bornemann und Wolf GbR and or its licensors own all right title and interest in the Licensed Software and in all patents trademarks trade names inventions copyrights know how and trade secrets relating to the design manufacture operation or service of the Licensed Software All rights not expressly granted are hereby reserved by db amp w Bornemann und Wolf GbR Unauthorized copying or use of the Licensed Software or failure to comply with the restrictions provided in this Agreement will result in automatic termination of this Agreement Nothing in this Agreement shall change db amp w Bornemann und Wolf GbR s or any of its licensors ownership rights to their respective intellectual property including but not limited to the Licensed Software 6 2 db amp w Bornemann und Wolf GbR is under no obligation to support the Licensed Sof
30. re saved within the scene file Include Children only if filter by Item List or by Item Name is active This will include the selected item as well as its children to the filter This allows you to filter a group of items by only matching the parent item Weight Map only if filter by Weight Map we shaderMeister Global Surface Overrid O This allows you to select the weight map 1 0 Pain used by the filter EK Mar 17 2009 Weight Threshold only if filter by Weight Map Any weight map value above and including this threshold will be considered as being filtered anything below will be considered as not being filtered If the weight map is not applied at all it will also be considered as not being filtered Filter Supported wildcards Matches any amount of characters or none Matches any single character Allows you to concatenate multiple filters 9 July 2010 Version 1 1e Page 14 shaderMeister User Manual User Interface Examples Let s assume we have the following surface names to filter Filter green greenish almost_green blue blueish almost blue blue01 blue02 blue green v v x x x x x x x ish x v x x v x x x x blue0 x x x x x x vi vi x blue x x x x C x C v v blue green v v x v v x v v v Pick Pick Surface This button opens a new window that allows you to select a Surface Item or Object The
31. s in your current scene which only needs to happen once and is automated by shaderMeister you can thus override the surfacing on a scene by scene basis Unfortunately due to the nature of the LightWave 3D shading systems things aren t as simple as they seem to be Since shaderMeister is applied as a shader it has limited access to some of the nodal shading information and can also only override some of the nodal data The nodal shading inputs diffuse shading specular shading reflection shading refraction shading material are unfortunately applied after the shaderMeister shader plugin Pros and Cons of the method used by shaderMeister Initially there were two ideas on how to design the functionality that shaderMeister should provide One was to implement it as a Pixel Filter as some free plugins do the other was to route the shading through a shader plugin which is how it is implemented now There are a few reasons for that e Ifthe Colour Override or the Material Shading Inputs are used then LightWave itself will not compute any shading at all this can speed up rendering simple passes tremendously A Pixel Filter will always compute the shading of the surfaces prior to applying additional effects 9 July 2010 Version 1 1e Page 4 shaderMeister User Manual What shaderMeister does and how it does it By using the a plugin shader to apply the global shading shaderMeister will work in reflections and r
32. ssed on to it is 0 the e Colour Luminosity o Diffuse Specular o Glossiness o Reflection Transparency Retraction Index Translucency e Normal e Bump Colour Highlights Colour Filter Diffuse Sharpness Additive Transparency Reflection Blurring Refraction Blurring O Overnde Diffuse Shading Specular Shading e Reflection Shading e Retraction Shading O Material Colour Override following inputs will be completely ignored effectively displaying the original surface If Override is connected and a value other than 0 then the following inputs will be active Diffuse Shading Specular Shading Reflection Shading Refraction Shading These inputs correspond to the respective inputs in the nodal surface shading system They may be overridden by surface nodes connected to the respective shading inputs or the material input in a surface shading network Material This input overrides the Diffuse Specular Reflection Refraction Shading and Transparency It may be overridden by surface nodes connected to the Shading inputs or the Material input Colour Override This colour completely overrides the colour of the currently rendered pixel This will be displayed as is in the final image If Colour Override is connected LightWave 3D will not compute any shading on the surface by itself unless it is a nodal surface This can be a tremendous speed boost rendering out passes
33. that do not rely on shading lighting Unfortunately this may be overridden by shading and Material nodes when using nodal surfacing 9 July 2010 Version 1 1e Page 9 shaderMeister User Manual Node Input Connections and LightWave Buffers Node Input Connections and LightWave Buffers Some of the shaderMeister inputs end up being visible in the buffers that LightWave 3D supports unless they are further modified by surface nodes This also allows you to re use inputs and thus buffers if a superior input is connected All inputs affect the Final Render buffer which is the buffer that contains the plain rendered image Please note that some nodes especially Material nodes tend to also write into buffers that they re not directly connected to this has been added by NT to make material based shading more compatible with the buffer system Here is a list of the inputs and the buffers affect by them Node Input LightWave Buffer Colour Raw Colour Luminosity Luminosity Diffuse Diffuse which contains the actual value as well as Diffuse Colour which contains the shading due to the diffuse value Specular Specularity which contains the actual value as well as Specular Colour which contains the shading due to the specular values this includes Glossiness Glossiness Specular Colour which contains the shading due to the specular values this includes Specular Reflection Reflectivity which contains the act
34. tually retrieve the Colour Colour KH Colour or Material from the node output Material Maternal In this sense it acts like a filter for the upstream nodes If you daisy chain Light Group Nodes vo shaderMeister Global Surface Overrid O ld then the one further upstream will 1 1 wind completely replace any existing light Sen 20 2009 group it is thus not restricted by the previous light group The node interface is quite similar to the Filter node The Light Group Node happily works in normal per surface shading graphs as well and thus a allows for per surface light exclusion liter About If you enable this control then the light group will not be used upstream of this node Effectively the Colour input will go straight into the Colour output the Material input will go straight into the Material output Filter By Light List There are three ways of selecting lights as part of the light group This allows you to use the Pick button to open a new window with a list of included and excluded lights for the current group Light Name This allows you to use names to include lights to the light groups Just like using item surface names in the filter node see Filter you can use wildcards The Pick button will allow you to select light names that exist in the current scene to either replace or append to the current name Light Comment This option allows you to filter the lights to be
35. ture should survive shall remain in effect after termination or expiration hereof 8 0 DISCLAIMER OF WARRANTY 8 1 Licensed Software IS PROVIDED AS IS ALL EXPRESS OR IMPLIED CONDITIONS REPRESENTATIONS AND WARRANTIES INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY SATISFACTORY QUALITY FITNESS FOR A PARTICULAR PURPOSE OR NON INFRINGEMENT ARE DISCLAIMED EXCEPT TO THE EXTENT THAT SUCH DISCLAIMERS ARE HELD TO BE LEGALLY INVALID 8 2 db amp w Bornemann und Wolf GbR does not warrant that the operation of the Licensed Software will be uninterrupted or error free 9 0 LIMITATION OF LIABILITY 9 1 IN NO EVENT SHALL db amp w Bornemann und Wolf GbR BE LIABLE FOR ANY DAMAGES WHATSOEVER INCLUDING ANY OR ALL GENERAL SPECIAL CONSEQUENTIAL INCIDENTAL INDIRECT OR PUNITIVE DAMAGES ARISING OUT OF THIS AGREEMENT OR USE OF THE LICENSED Software OR CONFIDENTIAL INFORMATION HOWEVER CAUSED ON ANY THEORY OF LIABILITY AND WHETHER OR NOT db amp w Bornemann und Wolf GbR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF ESSENTIAL PURPOSE OF ANY LIMITED REMEDY 9 2 Notwithstanding the foregoing any damages that you might incur for any reason whatsoever including without limitation all damages referenced above and all direct or general damages the entire liability of db amp w Bornemann und Wolf GbR and any of its suppliers under any provision of this Agreement and your exclusive remedy
36. tware in any way or to provide Licensee with updates bug fixes builds or error corrections collectively Software Updates If db amp w Bornemann und Wolf GbR at its sole option supplies Software Updates to Licensee the Updates will be considered part of Licensed Software and subject to the terms and conditions of this Agreement 6 3 The Licensee acknowledges that db amp w Bornemann und Wolf GbR shall have the right in its sole discretion and without incurring any liability to modify the Licensed Software or discontinue its use or distribution at any time and for any reason 7 0 TERM AND TERMINATION OF AGREEMENT This Agreement will commence on the date on which Licensee downloads Licensed Software the Effective Date and will remain in force until terminated 7 1 Licensee might terminate the license at any time by removing the Software from the computer and destroying the original Software and all copies 7 2 Upon termination or expiration of this Agreement Licensee must cease use of and destroy the Licensed Software any records or copies thereof and any related materials and provide to db amp w Bornemann und Wolf GbR a written statement certifying that Licensee has complied with the foregoing obligations within thirty 30 days 7 3 This license will automatically terminate if the licensee breaches any of the terms or conditions set out in this license agreement 7 4 Rights and obligations under this Agreement which by their na
37. ual value as well as Reflection Col our which contains the shading due to the reflection value Transparency This affects the Alpha buffer as well as the Refraction Alpha buffer Refraction Index Translucency Normal Bump Colour Highlights Colour Filter Diffuse Sharpness Additive Transparency Reflection Blurring Refraction Blurring Diffuse Shading Specular Shading Reflection Shading Refraction Shading Material Colour Override This affects the shading stored in the Refraction Colour buffer Affects all shading buffers since the normal changes how the surface is shaded Affects all shading buffers since it changes how the shading is computed Affects all reflection and specular shading buffers Affects the Refraction Colour buffer Affects all buffers that depend on diffuse shading Affects the Reflection Colour buffer Affects the Refraction Colour buffer Directly writes into the Diffuse Colour buffer Directly writes into the Specular Colour buffer Directly writes into the Reflection Colour buffer Directly writes into the Refraction Colour buffer Directly writes into the Diffuse Colour Specular Colour Reflection Colour and Refraction Colour buffers as well as the Alpha buffer Directly overwrites the Final Render buffer as well as Pre Effect Colour 9 July 2010 Version 1 1e Page 10 shaderMeister User Manual shaderMeister Shader Plugin shaderMeister Shader Plugin The shader p
38. urface nor mals relative to the camera are encoded in the RGB channels The result is remapped to the range from 0 to 1 0 with 0 5 being the equivalent to 0 This is useful for compositing applications that can t handle HDR images Please note if you apply this preset you are likely to change the current camera in the Item Node Courtesy of Guillaume Wyatt 9 July 2010 Version 1 1e Page 2 shaderMeister User Manual Appendices Appendices Network Rendering shaderMeister is ScreamerNet compatible and allows for network renders You can install the plugin on any render node and it will render as expected It has been tested with a variety of third party render controllers including Butterfly NetRender and Spider Known Limitations Incompatible with FPrime Due to LightWave 3D SDK limitations FPrime can t render shaders As these are crucial for shaderMeister FPrime isn t able to render any modifications due to shaderMeister Incompatible with HDInstance For the same reason as the FPrime incompatibility shaderMeister won t be visible on items that are rendered by HDInstance 9 July 2010 Version 1 1e Page 28
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