[Tut]CG ACADEMY- LIGHTING&RENDERING FUNDAMENTALS1:LIGHT&COLOUR THEORY (3DS MAX)
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[Tut]CG ACADEMY- LIGHTING&RENDERING FUNDAMENTALS1:LIGHT&COLOUR THEORY (3DS MAX)
In the first of our Advanced, 3 DVD series on HLSL Shader writing within 3dsmax, Ben
Cloward will give you an understanding of what a HLSL shader is. How a
shader can be created with free software, edited and then displayed
within 3dsmax. Fundamental programming concepts such as Data Types,
Structs and Functions. How to create a shader GUI, the basic framework
of a HLSL shader and much much more. By the close of the DVD, Ben will
have you writing your own basic HLSL shaders.
This DVD is an ideal introduction to the world of HLSL shader writing for real-time GPU
based shaders. An understanding of basic programming concepts and 3D
math is useful. (For those needing 3D tutorship, see The Matrix:
Explained by Borislav Petrov.
CH 01: What is HLSL?
Ben explains what HLSL is and why its useful to learn how to use it.
CH 02: The Graphics Pipeline
Then he gives a run through of a typical pipeline on current video cards. Explaining where
the different elements of HLSL shaders come in to play.
CH 03: Shader Writing Setup
Ben then shows how to setup 3dsmax and 3rd party software to create an intuitive and fast shader development environment.
CH 04: Basic Programming: Data Types
Now we look at some of the fundamentals concepts of programming in HLSL. Ben starts with Data Types.
CH 05: Basic Programming: Structs
Then he moves on to explain Structs.
CH 06: Basic Programming: Functions
And Ben wraps up this section by looking at how Functions work in HLSL.
CH 07: FX Framework: The User Interface
HLSL shaders have a standard framework in which they should be created. This is known as
the FX Framework. Here Ben explain the GUI elements of that framework.
CH 08: FX Framework: Input & Output Structs
We then look at the Input and Output Structs of the FX Framework.
CH 09: FX Framework: Vertex & Pixel Shaders
Then we look at the main "meat" of the FX Framework, the Vertex and Pixel Shaders.
CH 10: FX Framework: Techniques & Passes
And we finish this section by exploring Techniques and Passes.
CH 11: Creating Simple Shaders
With the FX Framework under our belt we now have the tools to attempt creating simple
shaders. Here Ben shows you how to create a very simple shader to get
the ball rolling.
CH 12: A Diffuse Shading Model
And we complete the DVD by looking at how we can simulate Diffuse lighting in a shading model .
Then Ben shows us how to implement this in our simple shader. We now
have our first functional HLSL shader.
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From GFXnew
Re: [Tut]CG ACADEMY- LIGHTING&RENDERING FUNDAMENTALS1:LIGHT&COLOUR THEORY (3DS MAX)
rapidshare thí là bun !! thank !
luanyang- Kiến Nhóc
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