DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that
use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage
shader library.
RealTime
Output: RealTime
DirectX9
The DXFx realtime shader allows you to load and display DirectX effects, stored in .fx files, in 3D views using the DirectX9
display mode. Note that this shader is provided for backwards-compatibility — new materials should use DXFX2.
DirectX effects are high-level programs that allow you to combine a number of multi-pass vertex and pixel shading effects
in a single file to produce sophisticated realtime-shading effects. You can author DirectX effects using a number of different
third-party programs. You can then save those effects as .fx files and bring them directly into Softimage's render tree using
this shader.
The DXFx real-time shader supports SAS 1.0, SAS 0.8, and RTZen semantics to implement data binding.
NoteTo display DirectX effects, you must have DirectX 9.0c installed and your graphics hardware must support DirectX 9.0c.
DXFx
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Specifies the path and file name of the .fx file. You can type in the file name or use a browser to locate the file. If a 3D view, set to DirectX9 display mode, is open, the .fx file is loaded automatically. If the option is activated, the .fx file's compilation results are logged in the command history.
When you compile a .fx file, a custom property set containing tweakable parameters is appended to the DXFx property editor. Until you specify a valid .fx file, the object to which the DXFx shader is attached is displayed in wireframe mode in the
DirectX9 view.
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Refreshes the effect display by reading and recompiling the .fx file. This is useful if you modify the .fx code. The corresponding tweakable parameters property set is updated, keeping any parameter values that you tuned, provided they
are still valid. Invalid parameter values are replaced with the default values.
Compiling a .fx file clears the undo stack.
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Opens an editor where you can modify and save the currently displayed .fx file. After you save your .fx file, click Reload
to apply the changes.
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When this option is turned on, the DXFx shader automatically creates and connects realtime shader texture nodes for the corresponding
textures specified in the .fx file.
Note that this option does not replace texture nodes that are already connected to a given effect texture input. If you want
to recreate a texture from scratch, you must first disconnect the old texture node.
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You can use this button to manually trigger textures generation if is turned off.
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Allows you to customize how the per-vertex attributes are passed to the effect. Choose one of the following options: uses the Microsoft preset (TANGENT = tangents, BINORMAL = binormals, and so on),
uses the RTZen preset (TEXCOORD1 = tangents, TEXCOORD2 = binormals, and so on)
provides options for you to customize the mapping manually (the left side represents the vertex attribute mapping target
and the right side the data source).
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Specifies whether debugging messages are output to the command log.
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The tweakable parameters UI is dynamically created when the effect is compiled. The UI is a custom property usually named
<YourDXFxName>Params.
To edit the custom property, double-click the DXFx node in the Render Tree or in the Scene Explorer (where it is located under
the DXFx shader). In the tweakable parameters UI, you can do things like tune effect parameters, select a different effect
technique, and pick input lights.
When you reload the .fx file, tweakable parameters property set is updated, keeping any parameter values that you tuned, provided
they are still valid. Invalid parameter values are replaced with the default values.
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Render Tree Usage
The DXFx shader is connected to the RealTime input of the material node. Other realtime shader, such as texture shaders, can
be connected to the DXFx shader's "previous" input.