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10-12-2002, 03:55 PM   #1
AbsolutelyWhite
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Matrix Bullet Effect
Hi everyone,
I downloaded the tutorial on making Matrix Bullet's and then downloaded the shader for the disks..but i don' t know how to use the shader..and it seems to be a maya scene file not a shader...any help?
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10-12-2002, 10:36 PM   #2
BabyDuck
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Re: Matrix Bullet Effect
Quote:
Originally posted by AbsolutelyWhite
Hi everyone,
I downloaded the tutorial on making Matrix Bullet's and then downloaded the shader for the disks..but i don' t know how to use the shader..and it seems to be a maya scene file not a shader...any help?
it is a maya scene file that only has the shader in it. you import the scene file, and then in hypershade the imported material/shader out of the scene file will be there.


hope that helps
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11-12-2002, 03:28 AM   #3
Darkon
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Yup, listen to BabyDuck, open Hypershade, go to File/Import and browse to the Matrix shader and it will appear in the top Hypershade window

Darkon
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11-12-2002, 06:50 AM   #4
Calvin
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Hi AbsolutelyWhite, mide if I ask where you got the tutorial?

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11-12-2002, 09:57 AM   #5
AbsolutelyWhite
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I just paid 22 to obtain 14points to use and downloaded the tutorial which took me 1 point.
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11-12-2002, 10:05 AM   #6
AbsolutelyWhite
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O by the way guys......the "shader" isn't a shader! It has the actuall scene of the tutorial and no shader or anything...tried to give a glass.. look tell me what you think..any ideas how to make the perticles fade away..? because i think in the matrix that the last fade as new ones are created.
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11-12-2002, 05:58 PM   #7
DukerX
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Tutorial?
I Was working on a similar project last night, and the most realistic result, was using SW Blobby surface particles, wich are emitted from a emitter connected to the back of the bullet. It certainly give the right look, but I haven't yet found a way to make the trail fade away.

I used a Blinn material with transparency set to full, and refraction set to 1.5.

It looks like the right stuff, but I'm unable to make the particles fade away.
I tried to apply a ramp to the refraction index, but this is not useful, because the shader is per-particle, and not along the entire blobby surface.

One way to do it would be setting the matte opacity on a per-particle level, and render out just the particles, and then compose them back into the final animation.

This is the closest I've got to the "real deal" but it is quite fiddely and time consuming. If anyone have a tip on how to set the refraction index on a per-particle basis or how to make a shader stretch across the entire blobby surface, and not just a single particle, please let me know!
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11-12-2002, 09:36 PM   #8
ragecgi
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Hey guys, Izzy here.

Just noticed that the link/file download from the tutorial vid area is a scene, and NOT my shader, as stated.

About 4 hours from now, when I get home from work, I'll post the shader for you all to have and enjoy

I'll also have Kevin update that link with the right file.

Sorry for the mistake all

My bad.
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12-12-2002, 01:40 AM   #9
ragecgi
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Sorry for the wait all, here is the Shader. (attached)

Simply import it into your scene from within the Hypershade, and apply it to your objects
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12-12-2002, 03:12 AM   #10
NitroLiq
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Izzy,

The shader was created in 4.5, yes? I wanted to check it out but got an error msg on import (using Maya 4.0). Script editor mentioned that it didn't recognize version 4.5 and that it couldn't parse the file. Anyway, can you re-save as 4.0 file?

--pete
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12-12-2002, 05:45 PM   #11
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yep just adding to the above post izzy, Have you that shader in a 4.0 version?
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13-12-2002, 02:58 AM   #12
ragecgi
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No, but Ill check right now to see if I can make it version 4.0 compatable... hold on...
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13-12-2002, 03:08 AM   #13
NitroLiq
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Let me know if you need someone to test it as 4.0. I can do it here.
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13-12-2002, 03:52 AM   #14
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Ok, here is the new shader, recompiled for Maya 4.0

Sorry for the wait folks

If it still doesn't work, lemme know.

I've tested it here, and it worked fine for me.
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13-12-2002, 03:54 AM   #15
ragecgi
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Nitro, if you could test it for me, that would be great

It should work, but, one never knows

Simply import it into your Hypershade, and it should show up as a "glassy" shaderball in the Hypershade
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