Does any one have any idea what these do...I'm totally flummoxed by these...don't seem to have any affect...
Thanks in advance
The shader array creates a "grid" of duplicates of the input shader. Rows and columns indicate how many copies you want horizontally and vertically. If you have a shader going into the Shader input and are seeing results but are *not* seeing changes from changing the row/column numbers, try enabling "Preview all instances (slow)" at the bottom of the Shader Array settings window.
- Oshyan
Quote from: Oshyan on April 12, 2011, 11:34:19 AM
The shader array creates a "grid" of duplicates of the input shader. Rows and columns indicate how many copies you want horizontally and vertically. If you have a shader going into the Shader input and are seeing results but are *not* seeing changes from changing the row/column numbers, try enabling "Preview all instances (slow)" at the bottom of the Shader Array settings window.
- Oshyan
Thanks man...I'll give that a shot...just experimenting currently...Ulco was curious as well
I was totally at a loss with this also. I could not even figure out how to ask how to use this.
A good quick example is to add a Shader Array into the default scene in the Terrain node list using the Add Terrain button and choosing Dislacement Shader -> Shader Array. You'll see it show up in the 3D Preview as a white square with 4 small orange squares at its corners. The orange squares represent the items in the array, in this case 4 (2x2) which is the default. Now click on the Shader Array to open its settings and go to near the bottom where it says "Shader" - this specifies what shader the array node takes as input (the shader it will turn into multiple copies). Click the button to the right with a green plus and go to Create New Shader -> Displacement Shader -> Crater Shader. Now you should see the 3D preview update with 4 craters, each centered on the small orange squares at the corners of the array. Now enable Preview all instances at the bottom of the Shader Array settings window, then increase the number of columns and/or rows and watch what happens. You can use most any shader as input but of course those with a finite and specific position (like the crater) will produce the most clear and controllable results.
- Oshyan
Best reply ever...off to play for sure...chores done.. ...thanks lots.. ...
Thank you Oshyan.