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SHADER GEL AND STROBE
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| Now leverage the power of Carrara's shaders with your lights! The ShaderGel plug-in lets you use procedural shaders as the gel. It features a number of different mapping options and can even interface with Cognito to drive the mapping parameters.
Strobe is a shader mixer that can switch between three different input shaders and black, according to a programmed mixing schedule. It makes cyclically changing shaders much easier and can also be controlled by Cognito. |
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ShaderGel is a Gel.
To add it to a light (only Bulbs and Spot Lights), select the light and
go to it's effects panel.
From the Gel drop down, you can select ShaderGel.
Once you have the ShaderGel dialog, press the ShaderGel button to edit the
ShaderGel parameters.
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The ShaderGel Parameter Dialog
The dialog has two main sections:
The first is the shader section, where you can select the shader you
want to use as your gel.
Simply pick it from the drop down menu.
There are a couple of other entries that may appear in the menu:
- (None)
- This selects no shader. With this selected, ShaderGel has no effect upon the
light. Not much good for the final render, but it can speed things up during
test rendering.
- (Please Test Render)
- This appears when ShaderGel has been unable to obtain a list of the master
shaders. Close the ShaderGel dialog, select the 'test render' tool (the small
camera) and drag over a part of the scene that is illuminated by the
light the ShaderGel is attached to. Return to ShaderGel and the
list of Master Shaders should now be populated.
The second section is the mapping section.
In this section you can specify a number of different options that affect the
way the shader is wrapped around the light to make the gel.
In rectangular mapping (the default), you can think of the shader as being used to
texture a sphere that is wrapped around the light source with 0,0 at the bottom and
normal U/V axles extending up the sides of the sphere.
With radial mapping, the origin is still at the bottom of the sphere, but the
U axis goes around the sphere (from -1 to 1) while the V axis goes up it (from 0 to 1).
The other mapping parameters are:
- Offset
- The Offset applied to the U and V axis, moving the pattern left to right and back
to front.
- Scale
- This multiplies the size of the shader along each axis.
- Repeat
- When set to 0, the shader is mapped normally. When set to any higher value, the
shader is mapped onto the interval (0,1) and is repeated (mirrored as necessary) to
fill the gel. When using radial mapping, setting a repeat on the U axis gives a
Kaleidoscope effect.
- Rotation
- This specifies the rotation of the shader around (0,0).
Each of the above has a check box to indicate that the value of the Cognito rotation propagated to the light should be added to the value specified.
You do not need to apply the Cognito modifier to the light, but you do need to
fill in its data element to specify the source of its rotation and the linkage
mechanism.
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Strobe is a shader that comes in two varieties - regular Strobe and
Multi Channel Strobe.
Both shaders work in the same way.
The difference is that regular strobe works with just a single channel, while
Multi Channel Strobe with with multiple channels.
In this, they are very similar to the way that the Mixer and Multi Channel
Mixer shaders work.
This discusses the regular Strobe shader, but applies equally well to the
Multi Channel variant.
Strobes effects are rotation based and it has the ability to interface
to Cognito, allowing its rotation (and thus the color of the resulting
shader) to be driven in sync with the motion of Cognito controlled
objects.
Concepts
Strobe works a bit like a mixing desk processing multiple
video channels.
The sliders on the Cycle Mixer let you define how much of each
video stream shows in the output video stream.
Strobe works with up to three input streams and, if none of them
are selected, produces plain, black output.
Strobe then takes this a step further and allows you to define a cyclic
mixing sequence, driven by a nominal rotation value.
Think of a circle.
Divide it into a number of even steps - say 12 of them.
At each step you can specify a separate mixing ration of the three
input shaders, allowing us to map a rotation value (a distance around the
circle) to a mixing value.
Why are steps used? If you just specified the cycle in terms of rotation,
you would be doing lots of fiddly math to ensure that a particular
mix value actually landed on a frame in the rendered output.
Say you wanted a bright flash of yellow light followed by a fade to red.
At 12 fps, a single frame corresponds to 0.83333 of a rotation (assuming 1
rotation per second).
For your flash of yellow to happen on frame 7 you'd need to specify a
rotation of 0.58333 and hope rounding errors didn't move you to far
away from it (and Carrara would only display 0.58).
With a 12 step cycle, you simply say it happens on step 7 and let the
shader worry about the finer points of the arithmetic.
To simplify things further, you do not have to specify a mix value
for every step.
As with key frames, you just need to enter mix values for the important
points in your cycle, and tell it how to work out the values for the
steps up to the next step with a defined value.
For example, the flash and fade to red cycle could be defined as:
Step 0: 0
Step 6: 0
Step 7: 100% shader 1
Step 9: 75% Shader 2
Use the Fade blending effect, the resulting cycle would be:
Step 0: 0
Step 1: 0
Step 2: 0
Step 3: 0
Step 4: 0
Step 5: 0
Step 6: 0
Step 7: 100% Shader 1
Step 8: 50% Shader 1, 35% Shader 2
Step 9: 75% Shader 2
Step 10: 50% Shader 2
Step 11: 25% Shader 2
The cycle would then repeat from step 0.
Using Strobe
In your shader tree, simply select Strobe from the pull down list of
available shaders.
At the root of the tree you can only select Multi Channel Strobe, while in
the leaves you can only select regular Strobe.
Once selected, you should see a small Strobe Parameter dialog and
slots for three child shaders.
The Parameter values for Strobe determine how the values from the three
child shaders (and black) are combined to produce Strobes output.
Strobe Parameters
- The Rotation lets you specify the position of strobe into its cycle.
- If Cognito is checked, Strobe will look for a Cognito data element
attached to the object the shader is applied to.
If found, it will takes its rotation to figure out Strobes position in its
cycle.
- If Invert is checked, then the sign of any rotation value taken
from Cognito is flipped.
There are a number of Cognito linkages which reverse the direction of the
rotation, something that will cause your Strobe cycles to run backwards.
- The Edit Cycle button brings up the Strobe Cycle Editor window.
Cycle Editor Window
This window lets you define the strobe cycle.
- The Cycle Length parameter lets you specify the length of the
cycle in rotations.
By default it is set to 1, meaning 1 rotation maps to a single instance
of the cycle.
- The Cycle Phase parameter lets you apply a phase offset to the
cycle. This is useful if you have multiple objects/shaders driven by the
same rotational source, but which you want to be at different points in the
Strobe cycle.
- The Steps parameter specifies the number of steps that occur within
the cycle.
Normally you want to set this value to the number of frames in your animation
that a single strobe cycle will take.
If you have more steps than frames, they you will not see all of the
steps in your finished render, as there won't be enough to show them all.
If you have fewer steps than frames, then steps wil be stretched over
multiple frames, possibly giving a distorted and uneven playback.
- The Strobe pattern parameter is used with the Strobe Effect and
determines which value is used for each step.
A value of 1 means the values of the step at the end of the strobe sequence
will be used, a value of 0 indicates the values of the steps at the
beginning of the sequence will be used.
When there are more steps in the sequence than there are characters in
the string, the sequence is reused from the beginning.
For example, the default strobe pattern is '01'. This means that if you set up step 0 to be all black and step 11 to be 100% of shader 1, then the
first frame will be black, the second will be shader 1, the third will be
black again, the fourth will be all Shader 1 again, and so on...
Cycle Mixer
- The Cycle Mixer lets you specify mixing strength for the input shaders
at different steps.
The Step value must be from 0 to 1 less than the number of steps in the
cycle.
This value is also used to automatically sort the sequence.
To add a new step, simply type the step number into one of the unused
rows at the bottom - it will automatically be positioned in the appropriate
place.
To delete a step, enter its number in one of the unused rows - the steps values will all be set to zero.
Then overtype its step number with 0 and it'll be removed from the display.
Warning: if you type a value into one of the unused slots, it will
overwrite whatever is defined for step 0.
If you change the number for a step to match that of another step (including
step 0 if it has non-zero mixing values), the two steps with the same number
will be combined and the data from one or other of them will be lost.
- The three Shader Mixer values, specify the relative magnitude of
the three input shaders to be used in the output.
If the values are all zero, the output will be black.
If the values specified add up to less than 100%, then they will be used
in the ratios specified.
If the specified values add up to over 100%, then the proportions will
be scaled to ensure a total of 100%.
- The Effect column lets you select the way that mixing values for intermediate steps are calculated.
- Fade means the values are interpolated over the interval, giving
gradual translations from one mix to the next.
- Hold means that the mixer values for the last defined step apply to
all steps until the next defined step is reached.
- Strobe means the strobe pattern is used to determine whether
the vales from the last defined step (strobe off) or the next defined step
(strobe on) are used.
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How do I...
Install Shader Gel and Strobe?
Extract and copy the files to the extensions or plugins directory.
For Carrara 8.0
On the PC, it is the Carrara8\Extensions directory.
If you installed Carrara to the default location, this is
C:\Program Files\DAZ 3D\Carrara8\Extensions or C:\Program Files (x86)\DAZ 3D\Carrara8\Extensions.
On the Mac, OS X.
- Open the Carrara 8 folder.
- Ctrl-click on the Carrara application and select Show Package Contents.
- In the newly opened Finder window, navigate to Contents\MacOS\Extensions.
- Extract the contents of the ZIP and copy them there.
For Carrara 7.2
On the PC, it is the Carrara 7 Pro\Extensions directory.
If you installed Carrara to the default location, this is
C:\Program Files\DAZ\Carrara 7 Pro\Extensions.
On the Mac, OS X.
- Open the Carrara 7 folder.
- Ctrl-click on the Carrara application and select Show Package Contents.
- In the newly opened Finder window, navigate to Contents\MacOS\Extensions.
- Extract the contents of the ZIP and copy them there.
For Carrara 6.2.1
On the PC, it is the Carrara 6 Pro\Extensions directory.
If you installed Carrara to the default location, this is
C:\Program Files\DAZ\Carrara 6 Pro\Extensions.
On the Mac, OS X.
- Open the Carrara 6 folder.
- Ctrl-click on the Carrara application and select Show Package Contents.
- In the newly opened Finder window, navigate to Contents\MacOS\Extensions.
- Extract the contents of the ZIP and copy them there.
For Carrara 5.1
On the PC, it is the Carrara 5 Pro\Extensions directory.
If you installed Carrara to the default location, this is
C:\Program Files\Eovia\Carrara 5 Pro\Extensions.
On the Mac, OS X Universal Binary.
- Open the Carrara 5 folder.
- Ctrl-click on the Carrara application and select Show Package Contents.
- In the newly opened Finder window, navigate to Contents\MacOS\Extensions.
- Extract the contents of the ZIP and copy them there.
Enter my serial number?
After purchasing Shader Gel and Strobe you will be emailed a serial number. If you
open a scene with Shader Gel and Strobe or use Shader Gel and Strobe in a scene, the Enter
Serial Number window will display. Enter your serial number in the
field provided and click OK to continue. |
Tips and Tricks
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WARNING! While ShaderGel works under Carrara 2.1 and
1.1, there is a bug in the Carrara code which will
cause Carrara to crash or behave erratically if you duplicate a light with ShaderGel applied to it.
If you choose to use ShaderGel under Carrara 2.1 or 1.1,
do not duplicate a light with ShaderGel applied.
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ShaderGel and Strobe can both take a rotational feed from Cognito, so their effects can
both be synchronized with the motion of Cognito objects.
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Use ShaderGel and Strobe together to animate flashing lights.
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You can animate the ShaderGel parameters, so you can have the gel rotate, stretch and
change its repeat interval.
ShaderGel's radial mapping is quite a useful feature, letting you make any texture circular
- try it with a Tiles shader.
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Evaluation Mode
Shader Gel and Strobe supports an evaluation mode which allows you to try out Shader Gel and Strobe before purchasing it. When the Shader Gel and Strobe Enter Serial
Number window is displayed, just click Cancel to go into evaluation mode.
During evaluation mode, ShaderGel will always color half the light red and Strobe's rotation is restricted to a maximum on 1.0 and you may only have 8 steps in your cycle
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Release Notes
June 08, 2010
- Changed where serial numbers are saved to a more modern OS friendly location. This fixes a problem with saving serial numbers on the 64-bit Windows Carrara when UAC is turned on.
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Pricing
$29.95 US dollars for a single user license. The single user
license includes the right to use the product with up to 5 render
nodes using Carrara 5.0 Pro or better. Pricing is also
available for a render node site license for use with Grid.
Ordering
Place your order online here
using our secure server. Use the same link for PayPal, credit cards by fax
or phone, purchase orders, and checks.
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