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LE Material Editor.
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
LE Material Editor. // New Users
Post by Stem // Jan 27, 2008, 10:04am
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Stem
Total Posts: 199
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Hello,
I have gone through the manual on the link editor~ Material editor, but the info is very vague, the statements made just make questions, and other statements such as:other sections of the manual cover panel editing in more detail so they wont be covered in too much detail in this section , makes me think I have most of the manual missing from my download, as I cannot find such a section.
Anyone know where the rest of the manual is?
and/or
Any links/ better info on the ME and panel editing?
Regards, |
Post by kena // Jan 27, 2008, 10:19am
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kena
Total Posts: 2321
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In the PDF manual:
Chapeter 2 page 148
Chapter 5 page 33
Chapter 6 Page 20 |
Post by Stem // Jan 29, 2008, 2:59am
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Stem
Total Posts: 199
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Hi kena,
I had gone through the manual,.. I did re-read again.
For my question for Panel editing, sorry, possibly my incorrect wording. Yes, (Chapeter 2 page 148) does show the actual editing of the panel (how to remove/ add /edit buttons etc), but I was looking for more info on the interaction between the various panels, and correct use of these. So when I say "editing of the panels" I was referring to the editing of the connections/ interactions between the panels.
I know I have some confusion at the moment with this, mainly at this time due to the fact the way the LE-ME handles the materials, as I see 2 materials being processed (workspace with Vray), one for direct display and one for Render. Both these can be independently edited, so I can get direct feedback from the DX material on display, but then the render will follow the other materal, this was not expected as I would (IMHO) of expected more interaction directly between the 2.
I will play more, as currently this is the only way (without bugging the forum) to get this information without spending more cash.
Regards,
and thank you for your time. |
Post by Steinie // Jan 29, 2008, 3:10am
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Steinie
Total Posts: 3667
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Something to get you started:
http://forums1.caligari.com/truespace/showthread.php?t=2928
http://forums1.caligari.com/truespace/showthread.php?t=2234&highlight=le+panel
A lot of useful information already here you just have to look. |
Post by Stem // Jan 29, 2008, 3:20am
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Stem
Total Posts: 199
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Hi Steinie,
Many thanks for the links, any info for the LE is interesting, but these do no appear to be directly related to the ME (material editor). But I will note the posts, to stop me asking questions that are answered there.
I am one who likes to dig deep into any application I am using, I know and fully admit this can take time, and I am certainly willing to spend time with TS, and admittedly get frustrated when info is not within the user manual with a need to start searching or bugging other users. It is just if I have questions, I need to find an answer. I hope the forum can understand this base need from me, and can be understanding with me.
A lot of useful information already here you just have to look.I do search the forums, but, with respect, some of the base info I look for should be included within the user manual.
Regards, |
Post by Jack Edwards // Jan 29, 2008, 3:21am
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Jack Edwards
Total Posts: 4062
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Hi Stem,
Editing the DX materials is a fair bit complicated, but your best bet is to drag the ConstantTextureLayeredPlastic material into the LE and dive down into it to see how things work. The two constant textures are not complied so they are great reference for how to assemble the bricks into a working shader.
You should also compare with my ConstantTexture material here:
http://forums1.caligari.com/truespace/showthread.php?t=4036
Linking up the bricks and doing the scripting for shaders is a bit more complicated than regular scripting though since shaders involve HLSL components which actually interface the video card directly. One of the early roadblocks I ran into was getting the data from TS bricks into HLSL shader bricks. The trick is that's what the Float Input, Bitmap Input, Color Input, bricks are for. Also be aware that the HLSL script brick uses a different flavor of scripting language than the normal TS scripting bricks.
Keep in mind though that TS DX shaders are intended for realtime display in TrueSpace and truePlay and as such are not portable to other applications and are not intended to work with VRay. For VRay you need to use the VRay shaders which can be accessed by dragging a VRay material onto your object and then using the ME Inspect tool to open up the VRay material editor. Double clicking on the balls in the VRay editor will open up the corresponding library of Vray shaders that you can select from. |
Post by Stem // Jan 29, 2008, 3:34am
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Stem
Total Posts: 199
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Hello Jack Edwards,
Many thanks for your reply, I see this gives me plenty of time for thought and direction.
I will look into all info given, and take time to understand and implement.
Thanks you all for reply.
Best Regards,
Steve |
Post by Stem // Jan 31, 2008, 4:33am
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Stem
Total Posts: 199
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Hello,
I find in the TS 7.51 manual/ chapter 3/ page 132 reference to "Developer's Guide" ~ chapter 5 Material editor (and chapter 6 Script editor).
May I ask where the "Developer's Guide" is? |
Post by Steinie // Jan 31, 2008, 4:45am
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Steinie
Total Posts: 3667
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Here you go plus some extras too!
http://forums1.caligari.com/truespace/showpost.php?p=17669&postcount=1
Hello,
I find in the TS 7.51 manual/ chapter 3/ page 132 reference to "Developer's Guide" ~ chapter 5 Material editor (and chapter 6 Script editor).
May I ask where the "Developer's Guide" is? |
Post by Stem // Jan 31, 2008, 5:09am
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Stem
Total Posts: 199
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Thanks Steinie,
I did find the DG that your link gives, but the TS7.51 manual is specific in the chapters available within the DG, so the version linked is not the same (it is an old version).
Would this infer that the DG referred to in the manual is not available?
I am currently trying to find up to date info (and as much as possible) on the LE-ME
Many thanks for the link, it is now bookmarked.
Regards, |
Post by Stem // Feb 1, 2008, 10:27am
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Stem
Total Posts: 199
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I thought I would take time to make further reply/comment.
Thank you all for the links, and certainly for taking the time to post reply. It is appreciated very much. You guys/gals are really very nice and understanding.
After taking time to go through the DG, even though a little outdated, it is full of just about all the info I have been trying to find. So I certainly thank caligari for that. (the first chapter has really made me think of my own interaction with 3d CG)
I will now take time to look through all info, and stop bugging the forum for a while.
My respects to all,
Regards, |
Post by Jack Edwards // Feb 1, 2008, 10:36am
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Jack Edwards
Total Posts: 4062
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Glad you're finding what you need Stem. If you get stuck with any of it, don't hesitate to post. We're all here to help each other out. :) |
Post by Stem // Feb 1, 2008, 10:49am
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Stem
Total Posts: 199
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Hello Jack Edwards,
Glad you're finding what you need Stem.Due to the forum members, yes I am thank you.
If you get stuck with any of it, don't hesitate to post. We're all here to help each other out. :)I have certainly seen that many members will jump in and help new users like myself (and give help with/between each other), and certainly if I was in a position(with correct knowledge) to give help, then I would.
I am stepping into new ground with the LE (certainly with its extents/possibilities), but I now have the base info I needed to start to build.
I think most of the time for me (possibly other new users), it can be frustration with lack of info that can cause irritation, but I do now know I can ask, But, I at least I do not need to ask for the base(basic) info.
Regards, |
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