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Old 9th Jan 2018, 2:19 AM DefaultIs there a tutorial with descriptions of Shaders/Parameters #1
mocha0030
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Does anyone know if a document or tutorial exists that provides descriptions of the different shaders and parameters? I've been searching high and low, but can't find one.
Old 9th Jan 2018, 5:40 PM #2
Lyralei
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I actually explained quite a bit about them right over here: http://greenplumbboblover.tumblr.co...nted-to-ask-you

I also Know Murfee has some really great guide on how to assign them and such too right here!: http://murfeelee.tumblr.com/post/154960947076/sdkfj

Let me know if you need more help on it though! But it's not as impressive and a big topic as you might think
Old 12th Jan 2018, 11:22 AM #3
mocha0030
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Quote:
Originally Posted by Lyralei
I actually explained quite a bit about them right over here: http://greenplumbboblover.tumblr.co...nted-to-ask-you

I also Know Murfee has some really great guide on how to assign them and such too right here!: http://murfeelee.tumblr.com/post/154960947076/sdkfj

Let me know if you need more help on it though! But it's not as impressive and a big topic as you might think


Thank you for responding. The links you provided are helpful, but I'm still looking for something a bit more in depth. I was hoping for something that describes the function of all the shaders (or at least the most used ones) and their corresponding parameters. For instance the difference between "glass for objects" vs "glass for objects translucent" or "phong" vs "phong alpha." And more importantly, explanations of the parameter functions. Usually I copy/paste parameter settings from other objects that are similar to what I want, but I don't understand what I'm doing or what the various settings control. For instance: alpha mask threshold, diffuse map, diffuse map uv scale/selector, fresnel offset, refraction distortion scale, etc. I have no idea what any of that means or what it does. LOL
Last edited by mocha0030 : 12th Jan 2018 at 12:36 PM.
Old 13th Jan 2018, 3:07 PM #4
Lyralei
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Well, Phong alpha basically means what's exactly written down. It's a shader that supports masks, diffuses, etc but with an alpha map/dxt5 support. Phong on the other hand doesn't support alpha maps. Glass for objects is also exactly what it means, whereas glass for objects translucent always has this white fade right with it (So it's not solid... basically like a glass made out of just transparent glass and a glass with this plastic white, yet see-through material). Personally I have no idea what most of them do but know that they fix specific things, lol. I might write something about it, but given how busy I am and never have a day off, it makes it kind of hard to fully explain those things. (Since those things could take days to finish! >-<)
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