Posted By: SingleCell
Shader Library - Why we need one now - 12/11/03 11:48
Shaders... Seems to be like sex when i was at school, everyone talking about it, no one doing it.
Ive tried to make some simple shader effects and have got nowhere fast, the documentation is hidiously complex (as is the subject matter) and best left to those programmers who understand it. Me, im an artist who dabbles in programming, so all i want is something i can use in my application without fuss, and i need to know what cards it will run with. And im guessing that im not alone here.
Looking at most of the shader sites on the net, there is a common theme - that is, that shaders are for coders. You can tell this by descriptions such as "Modulates the fresnel term using a rotational matrix of a Dot-3 product calculated from the inverse vertex matrix. requires PS_7" Cool... but what does it look like? And will it work on a GF2 class card? (Dont get me wrong, im not bagging coders here, its just they see the world differently - mine understands this stuff and looks at me like im a complete idiot when i ask her what it all means...)
But, from an artistic point of view, what i, and im guessing others, want is "This shader makes surface look like they are shiny, with a gold tint and small bumps. Uses 2 passes and works with GF3 class cards or better."
So, when im browsing through the huge library of effects that im sure will manifest itself any day now, i can pick based on what it does and what cards it will run on. I mean who cares if its dot3 or per pixel bump mapping - does it make the thing look lumpy?
I dont know how we can work this, but we probably also need a "request an effect" topic - for instance, right now, i want a simple script that will give me "shiny" effects on a model based on the alpha of the models skin - that will run on everything from a TNT2 class upwards. Just a standard, simple effect that is used in a lot of games today.
This shader stuff is exciting, but i want to be "doing it" not talking about it. (or trying to read the manuals).
Thoughts?
Tone
Ive tried to make some simple shader effects and have got nowhere fast, the documentation is hidiously complex (as is the subject matter) and best left to those programmers who understand it. Me, im an artist who dabbles in programming, so all i want is something i can use in my application without fuss, and i need to know what cards it will run with. And im guessing that im not alone here.
Looking at most of the shader sites on the net, there is a common theme - that is, that shaders are for coders. You can tell this by descriptions such as "Modulates the fresnel term using a rotational matrix of a Dot-3 product calculated from the inverse vertex matrix. requires PS_7" Cool... but what does it look like? And will it work on a GF2 class card? (Dont get me wrong, im not bagging coders here, its just they see the world differently - mine understands this stuff and looks at me like im a complete idiot when i ask her what it all means...)
But, from an artistic point of view, what i, and im guessing others, want is "This shader makes surface look like they are shiny, with a gold tint and small bumps. Uses 2 passes and works with GF3 class cards or better."
So, when im browsing through the huge library of effects that im sure will manifest itself any day now, i can pick based on what it does and what cards it will run on. I mean who cares if its dot3 or per pixel bump mapping - does it make the thing look lumpy?
I dont know how we can work this, but we probably also need a "request an effect" topic - for instance, right now, i want a simple script that will give me "shiny" effects on a model based on the alpha of the models skin - that will run on everything from a TNT2 class upwards. Just a standard, simple effect that is used in a lot of games today.
This shader stuff is exciting, but i want to be "doing it" not talking about it. (or trying to read the manuals).
Thoughts?
Tone