ShadeTree Interface
This is how the program looks when you start up with a preloaded shader.
The 'shader' is the collection of boxes all interconnected to form
a visual program that defines the shader.
The author creates shaders by starting with an example shader layout, or by just jumping in with an empty desk. Basically, the steps are:
An Operation Box
Here is a close up of 'plastic', on the desk at the center right.
Values flow through the box from left to right...
Desk Sliders
These are the Desk Sliders for each of the unconnected
input buttons on the desk. In this case, we're looking at
the color sliders for the unconnected knot buttons (K1/K2/K3) on
the 'spline' box, shown hilighted above. In this case, the
sliders are set to pre-selected colors for the lava. You can
scroll down to see the other buttons.
This is the Render Options Editor (ROE) for the lava shader. The editor is available from the main menu as Render->RenderOptions, and allows you to control various rendering options such as resolution, shading rate, object orientation, light positions, zoom, and buttons to invoke default or custom renders. (Custom render scripts let you invoke your own scenes to render)
To prevent the ROE from becoming too large, we hid some of the more
advanced functions in the lower portion of the editor, which you can
access by scrolling the editor down...
This is the lower section of the ROE, which lets you change the path to the custom render script, and lets you set frame ranges for rendering multiple frames.
Note that the ROE's window can also be resized, so you can make the window small, so you can just access the buttons you're interested in while taking up a minimum of screen space.
Copyright (c) 1996 Cinema Graphics Inc. All Rights reserved.