Shaders Overview/VehicleShader/MotionPathRubber

From North Modding Company

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

Required Software

List the software needed for the entire process: - Blender (for mesh creation, UV mapping, creating curves, generating VAT data, and exporting) - GIANTS Editor (for visualization and testing) - Text Editor (Notepad++/VSCode for XML editing)

Prerequisites

Note that while Maya can be used, this tutorial will only cover Blender due to software availability. Encourage users with Maya experience to adapt the steps accordingly.

Step-by-Step Process

Break down the process into clear, actionable steps:

Creating the Mesh

Detail how to create a simple rubber track mesh suitable for the shader.

Creating the Curve

Explain how to create the curve that will be used to generate the VAT and ensure proper fitting of the track to the curve.

Preparing the Mesh

Instructions on removing the curve modifier, creating the UV map, and scaling the track to the exact dimensions required by the shader (10 meters along the Y-axis).

Texturing

Guide the user through creating the necessary textures, such as normal maps and vehicle masks.

Exporting

Walk through how to export the data using Blender's GIANTS Exporter tool, including setting up the necessary attributes and materials.

Visualization with GIANTS Editor

Show how to import and test the mesh in GIANTS Editor.

XML Setup

Describe the XML configurations needed to add the 3D track to a vehicle.

Sharing Common Steps with Other Shaders

Discuss how this process shares similarities with other shader variations and provide links or references to those sections to avoid duplication.

Conclusion

Sum up the tutorial and invite users to explore further, possibly suggesting more advanced topics or related tutorials.

Troubleshooting

Common issues and solutions for this variation.