The screen should look like:
The first step to using a ShadeTree shader in softimage is to
either create a shader yourself from scratch, or load one of the
example shaders, and customize it.
To load the marble.str example:
Note: For a ShadeTree shader to work with SoftImage, it must
conatain a soft_material operation box.
Enable only those files you want saved by selecting the toggle
buttons by each file type. If the button isn't checked, it will
not be saved when you hit Export All. Example:
Note that hitting Reset Defaults forces the correct shader
filename and extensions for all the fields. Information is available
to describe each field by hitting the Info... buttons.
This will save out all the files you've highlighted
above, including a compiled version of the marble shader.
Saving an Example ShadeTree Shader
Before following these steps, be sure your prepared
your Softimage database directory.
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Start->Programs->ShadeTree->ShadeTree
NOTE: This will also save a copy of the str file with
all your Export Options Editor pathnames saved in it. Next time
you want to load marble.str, load the copy created in your
database/stree directory, and the Export Options Editor will
remember all your configured pathnames, so you can just hit
F7 to resave changes you make to your shader.
Let's assume you've already created a test sphere with texture coordinates, as the instructions above describe.
To render a Softimage object with a ShadeTree shader..
You can now go back into ShadeTree, make tweaks, and resave the shader. Depending on what you tweak (such as if you add new arguments to the shader), you may need to reassign the shader you your Softimage object, so that Softimage sees your changes correctly.
See below for more on the ShadeTree/Softimage development cycle.
In step #5: if you added or removed any of the shader arguments, or tweaked anything that affects the shader dialog (.mat file, etc), you will need to re-assign the shader inside Softimage, or it won't render correctly. |
The key to a smooth development cycle is to do as much testing with the shaders as possible inside ShadeTree, then send them to Softimage using the F7 hotkey.
Hitting F7 saves out all the shader files in one keystroke; the str file, the compiled shader, shader source, and the accompanying dialog file (.mat, .dis, etc). Softimage needs to see these files in different places, so its up to you to tell it where to save them using the File->Export Options Editor, or EOE.
The EOE tells ShadeTree where to save all these files whenever you hit Export All (F7).
This can be done by either re-assigning the object, or reloading your Softimage database. Unfortunately, the current 3.7 version of Softimage provides no easier way to do this.
To reassign a material shader to an object:
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