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artlantis studio 2 and artlantis render 2 1 create shader in artlantis 2 by g rard bomer abvent create shader is an independent menu in the tools menu that allows you to create or modify an existing image shader the shader inspector must be activated to enable the create shader menu when you choose create shader a dialog containing the current shader s images opens if the current shader is procedural the dialog is empty the dialog box displays a very simple user interface you complete with images and values to add an image just drag and drop it in the right place or double click to launch the open file dialog when you save it the new shader will have the standard appearance artlantis studio 2 and artlantis render 2 2 some parameters are missing from the create shader dialog rotation mix color transparency projection menu and material id they will automatically get the default values after you save as shader samples of parameters description sample 1 create an old paving shader title abvent old paving the title is a simple text that appears at the top of the standard dialog note there are several texts attached to a shader the file name with xsh extension the localized name visible in the catalog the title to simplify the process the name of the file will be duplicated and it will become the localized name as well for experts and shader authors it is possible to localize the visible name in several languages see localize shader name in appendix preview the preview must be a 128x128 pixels jpeg image representing the shader the preview image is a thumbnail displayed in the standard shader ui and in the media catalog the preview width gives the real size in centimeters of tiles or design represented by the image note if you forget the preview artlantis will use the diffuse map image resized to 128x128 to create a thumbnail note the preview is a small part of the diffuse map that helps you to understand what the shader is about diffuse an image file must be present this is the visible part of the shader depending on the motif we recommend a map size between 512x512 to 1024x1024 note if the image is not a square artlantis will stretch it automatically into a square diffuse width gives the real size in centimeters of tiles or design represented by the image this size can be different from the size represented by the preview because the diffuse map can display a larger part of the same surface artlantis studio 2 and artlantis render 2 3 note diffuse map pixels size is 4 times the preview size but its motif is 3x3 the preview to avoid the repetition effect diffuse map is not visible in the shader inspector but it is displayed in the third part of the media catalog reflection the image map is optional it can be grey level or colored image generally gray level image is used it must have the same pixel size as the diffuse map if not artlantis will stretch it to the size of the diffuse map if it is present the goal of the map is to modify the value of the slider on black pixels the slider value is multiplied by zero on white pixels the slider value is multiplied by 1 on intermediate luminance the slider value is multiplied by an intermediate value it serves to avoid reflection on some part of the diffuse map note the limits for the slider are min 0 and max 1 0 in this case setting the max value at 0 35 will result in a slider from 0 to 0 35 in the shader inspector you can test the effect of each parameter in the preview in real time shininess the image is optional it must be a grey level image it must have the same pixel size as the diffuse map if not artlantis will stretch it to the diffuse map size the process for the image and slider is the same as for reflection sample 1 diffuse image size 512 x 512 pixels real width 1 80 m artlantis studio 2 and artlantis render 2 4 bump the image is optional it must be a grey level image it must have the same pixel size as the diffuse map if not artlantis will stretch it to the diffuse map size if the shader does not contain bump mapping the slider will be enabled in the shader inspector and artlantis will use the diffuse map to bump the surface the diffuse image will be used as a bump map in this way bump mapping will be always available and it will use less memory normal the image is optional colors are defined by strict rules to simulate geometry relief generally normal maps are used in place of bump maps but artlantis can support both at the same time warning it is difficult to create a normal map if the shader does not contain normal mapping the slider is disabled in the standard inspector note normal mapping is not used in this sample more information in sample 2 create floor marble shader transparency map the image is optional it must be in grey level map it is used to simulate shaders with holes and or transparency white opacity black transparent more information in sample 3 create an open metal flooring shader save as shader once you have the correct aspect in the preview you can save your shader warning if you want to preserve the original one used in old projects give it a new name artlantis studio 2 and artlantis render 2 5 create an old paving shader summary and result diffuse map reflection map bump map sample 2 create floor marble shader title abvent floor marble similar to sample 1 this shader has a preview map a diffuse map and a reflection map it does not have a bump map preview diffuse reflection normal normal mapping is a technology coming from the latest generation of computer gaming it simulates relief on a surface artlantis studio 2 and artlantis render 2 6 how does normal mapping work surface illumination depends on the angle between each polygon and light in fact we consider the perpendicular the normal vector of each polygon normal vector is relative to the surface and its direction in 3d is defined by its values on

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