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Controlling shaders with xpresso
Posted: 13 September 2012 12:55 PM   [ Ignore ]  
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Hello All , i’m currently building a Neon FX set up and I try to control the shaders (fresnel and gradient mainly)  with the user Data and Xpresso but i can’t figure out do you guys have any tutorial reference ?!

Cheers .

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Posted: 13 September 2012 02:22 PM   [ Ignore ]   [ # 1 ]  
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Hi Pixelbasher,

I checked the searchengine and it showed several entries. The newest for starting with User Data is done by Kai.

In a nutshell, you take e.g., a Null object (name it if you like) and while it is active you go to the Attribute Manager and there you find in the top bar __User Data__ as pull down menu. With—Add user Data—you add new options to this object.

That object will work as a container for all the sliders and inout values. This object can be then dragged into an XPresso Editor and while clicking on that blue chip you can call up the new channels from it.

The Shaders and materials can be dragged as well into the XPresso Editor. Note, Shader by itself as well!

I think to connect all of the parts was not part of your question, but as usual the data type, integer, vector, etc., should be the same.

All the best

Sassi

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 06 October 2012 10:31 AM   [ Ignore ]   [ # 2 ]  
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Thanks Sassy as always your answer always put me on the right path, There is why I was asking how to connect shaders with xpresso, I was working on a Neon Rig so it is easy to change text, color, and a couple of other setting the is the attache files, I happy with the final result, let me know what you think and share it as you want ,

Thanks again
Gregg Stankowski a.k.a pixelbasher

there is the file
http://dl.dropbox.com/u/7763732/NeonText.zip

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Posted: 06 October 2012 11:04 AM   [ Ignore ]   [ # 3 ]  
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Hey Gregg,

That is certainly one reason to learn XPresso, to create such tools :o) Very nice idea.

I hope people will like it and I hope it will save you a lot of time.

Let me add, check the “Camera Dependent”. It might work nicer to set up.

Have a great weekend
Sassi

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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Posted: 09 October 2012 02:09 PM   [ Ignore ]   [ # 4 ]  
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Thanks Sassy, I haven’t ever use the camera dependent Option ! I have to take a look further at what the use of it ?!

Cheers

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Posted: 09 October 2012 02:13 PM   [ Ignore ]   [ # 5 ]  
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Hi Gregg,

Manual:
“Camera Dependent
This option defines whether the object or tag should be carried out even if only the Viewport view has changed (e.g. when navigating the scene via the Viewport).”

In short: It up-dates everything faster

You’re welcome. and please - my name is not Sassy, its Sassi with an i. Thanks

All the best :o)

Sassi

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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