New Textures from Shaders

Shaders are mathematical algorithms that become part of the object. Unlike image based textures, shaders penetrate throughout 3D objects and fill them. As you change the shape or cut away portions of the object, the algorithm recalculates and portrays the object appropriately. When you apply a shader to a flat 3D object, it acts similarly to an image based texture. The difference is significant when using 3D objects.

RenderWorks supplies a variety of shaders in the Textures folder in your VectorWorks folder. They are categorized and can be imported like any other resource. Shaders are indicated by a "Sha" at the beginning of the texture name.

To Create a Texture from a Shader

    1. Open the Resources Palette.

    2. Click New.

    3. Click the Textures radio button.

    4. Click Create.

    The Create Texture Dialog appears.

    5. Click the Shader radio button.

    The LightWorks RayMaker Editor dialog appears.

    6. Click the button in the upper right corner.

    A window appears with a list of shaders. Use the scroll bar to scroll through the list and locate the desired shader.

    7. Click the desired shader.

    A description of the shader appears when you click it.

    The shaders that are light pink in color will take on the color of the selected object. They are located towards the bottom of the list.

    8. Click the checkmark in the upper left corner to verify your selection.

    You are returned to the RayMaker Editor and your selection is shown.

    9. Click the checkmark in the upper left corner to confirm your selection.

    The Set Shader Size dialog appears.

    10. Enter the real world size of the shader.

    This size should reflect the set up of your file. For instance, if your file is in 1/4" Layer scale and you are in feet and inches, you would want your shader scale to be in feet not inches. The repeat would be so great in inches that you would lose the effect of the pattern.

    11. Click OK.

    You are returned to the edit texture window.

    12. Enter a name for the texture.

    13. Select the desired transparency and shininess.

    The factors will meld with the properties of the shader and will react differently with different shaders. The amount of Ray trace bounces set in your Document preferences may also affect the way reflective and refractive shaders display transparency and shininess.

    14. Click OK.

    The texture is added to the resource palette and is indicated by a icon.



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