Colleagues need a way to make maps flow shader, So it took two days to build a , Thank you very much for your suggestions and reminders .

Reference material :《Digital Tutors - Implementing a Flow Map Fluid Pipeline Between MARI and UDK》

Using tools :shaderFX

Tool platform :Autodesk Maya2015

ShaderFX introduction

1. To use shaderFX First, make sure maya Version no less than 2015.

2. stay window-setting/preferencing-Plugin Manager Check this function in .

3. Open the material editor , The first material is Shaderfx Shader, Middle drag the material onto the target object .

4. Double click the object , In the object material properties, you can see a Open ShaderFX The button , Click on it to enter ShaderFX Edit window for , In this window , Users can go to Node Browser Double click the target node to call in the node , You can also find the target node in the right mouse button menu , It's easy to use .

ShaderFX Precautions for use :

1. stay ShaderFX in , Nodes play a functional role , And the connection plays the role of data transmission .

Hw Shader Nodes Of the group values There are several types :Float,Float2,Float3,Float4.. The connection colors of these four types of parameters are different , You can connect them by yourself .add The calculation of nodes needs the same data type connected , If it's not consistent ,math The calculation of nodes is invalid , Will report a mistake , Or you can't preview the effect on the node icon . for instance Float4 Data types are used for storage rgba Four channels of information , and Float3 Data types are used for storage rgb Three channels of information , use math In group add Node to calculate the sum of these two data types , It's obviously not rigorous . Corresponding ,subtract Nodes also require consistent data types . and multiply Nodes don't have this requirement ,Float Data type and Float4 Data type multiplication is logically true . While using Float2 And Float4 What's the result of multiplication , Readers can try it for themselves ~ So ,math The data type requirements of nodes in a group are simple , The logic is right .

2. After each node is connected, a small round button will appear , Click to preview the current effect on the node icon .

3. That's all ~

Case study : simulation UDK Medium Flow map.

effect : Use mari Derived flowmap To control the surface material of objects , Make it flow .

The script is as follows : Save the copy as sfx File by shaderFX Just import

SFX_WIN
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#NT=10100 1 Traditional Game Surface Shader-Hw Shader Nodes-Surface Shaders
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CPC=0
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PC=3
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