Shaders Overview/VehicleShader/MotionPathRubber: Difference between revisions
(Created page with "= Motion Path Rubber = This shader variation is used for... == Base Parameters == {{VehicleShaderParameters|group=Base}} == Scroll Parameters == {{VehicleShaderParameters|group=Scroll}} == Usage == ''Instructions on how to use this shader variation...'' == Troubleshooting == ''Common issues and solutions for this variation.''") |
No edit summary |
||
(35 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
= Motion Path Rubber = | = Motion Path Rubber = | ||
This shader variation, known as Motion Path Rubber, is tailored for rendering static rubber or metal mesh tracks and belts, such as those found on crawler vehicles in farming simulations. The shader utilizes a vertex animation texture (VAT) that contains predefined poses, allowing for the simulation of track and belt movements, such as advancing or retracting. These poses are created from spline data in Maya or Blender, processed by a custom tool, and then exported for use in the GIANTS Engine. While the animation is not responsive to environmental interactions, it effectively simulates the mechanical movement of caterpillar treads and belts in a pre-determined, looped sequence. | |||
== Parameters == | |||
=== Base Parameters === | |||
{{VehicleShaderParameters|group=base}} | |||
=== Scroll Parameters === | |||
{{VehicleShaderParameters|group=scroll}} | |||
== Usage == | |||
This shader variation is designed for rubber crawler/belts without the any special needs for a second uv map or support for colorMask | |||
For common 3d crawler/belt setup please go to [[Common 3D Crawler Creation]]. | |||
For steps specific to the Motion Path Rubber Shader, see [[Motion-Path-Rubber-Specific|the detailed guide]]. | |||
== Troubleshooting == | |||
== | |||
# Check that the overall length of the track is exactly 10meters from start to end laying flat | |||
## This can easily be checked if you click on the belt mesh object in blender and check the dimension (Y Axis) | |||
# Check that the correct array texture is used |
Latest revision as of 23:24, 1 March 2024
Motion Path Rubber
This shader variation, known as Motion Path Rubber, is tailored for rendering static rubber or metal mesh tracks and belts, such as those found on crawler vehicles in farming simulations. The shader utilizes a vertex animation texture (VAT) that contains predefined poses, allowing for the simulation of track and belt movements, such as advancing or retracting. These poses are created from spline data in Maya or Blender, processed by a custom tool, and then exported for use in the GIANTS Engine. While the animation is not responsive to environmental interactions, it effectively simulates the mechanical movement of caterpillar treads and belts in a pre-determined, looped sequence.
Parameters
Base Parameters
- RDT
- Reflective Detail Textures - Controls the amount of reflective detail such as scratches, dirt, and snow on the vehicle surface. Type: `float4`. Default: `0.0 0.0 0.0 0.0`.
- dirtColor
- Sets the color of the dirt overlay on the vehicle. Type: `float4`. Default: `0.20 0.14 0.08 0.0`.
Scroll Parameters
- scrollPosition
- Controls the scrolling position for effects such as tracks or belts. Type: `float4`. Default: `0.0 0.0 0.0 0.0`. Range: `-1.0 0.0 0.0 0.0` to `1.0 10.0 10.0 1.0`.
- prevScrollPosition
- The previous scrolling position, calculated automatically by the shader. Type: `float4`. Default: `0.0 0.0 0.0 0.0`. Range: `-1.0 0.0 0.0 0.0` to `1.0 10.0 10.0 1.0`.
- lengthAndRadius
- Defines the length and radius for scrollable elements. Type: `float4`. Default: `2.0 0.5 0.0 0.0`.
Usage
This shader variation is designed for rubber crawler/belts without the any special needs for a second uv map or support for colorMask
For common 3d crawler/belt setup please go to Common 3D Crawler Creation.
For steps specific to the Motion Path Rubber Shader, see the detailed guide.
Troubleshooting
- Check that the overall length of the track is exactly 10meters from start to end laying flat
- This can easily be checked if you click on the belt mesh object in blender and check the dimension (Y Axis)
- Check that the correct array texture is used