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Assigning a Viewer Material Shader
The Viewer is OpenGL based, so for materials to display in the Viewer, they must have an OpenGL Viewer shader. It is this Viewer shader, not a renderer's shader that the Viewer shows when in Shaded (raw) or Shaded (filmlook) modes.
For example, create a primitive, assign a 3Delight shader, and observe the Viewer output in Shaded (raw) mode.
1. | Create a primitive using a Primitive Create node. |
2. | Create a 3Delight material using a Material node. |
3. | Change the Diffuse Color in the Base Layer section. |
4. | Assign the material to the primitive using a MaterialAssign node. |
5. | Add a Spotlight using a GafferThree node, then position it. |
6. | Change the Viewer to Options > Shaded (raw) mode. |
Without a Viewer shader assigned, the primitive in the Viewer defaults to a gray Lambert.
Add a Viewer shader to your material, and observe the Viewer output in Shaded (raw) mode.
1. | Open the recipe described above. |
2. | Edit the parameters of the Material node. |
3. | Click Add shader, and select Surface from the dropdown list. |
4. | Select KatanaPhong as the Viewer shader type. |
5. | Edit the diffuse color of the KatanaPhong shader. |
6. | Change the viewer to Options > Shaded (raw) mode. |
The viewer displays the Viewer shader added to the material node.
Note: To have Viewer shaders mirror production shaders, it’s advisable to link by expression common parameters, such as diffuse and specular color, or texture file path.