# A0003 - How to control Mapping, Lighting and 3D shading of elements in pre-rendered Image in eyeon Fusion? #
Instructor : Pradeep Mamgain
Continuing from where we left in Deep Pixel category of tools, in this tutorial we will discuss about the all important Shader tool. Shader tool can control Mapping, Shading and Lighting of your one or all elements in rendered image. If you are new to Auxiliary Channels we recommend this page.
#Final Output


#Shader Tool
[A]. Shader tool relies on UV map information stored in the rendered image. There are few file formats that support UV map info. RPF, RLA and EXR of few of them. In this tutorial we will be using the .RPF format and it is rendered using 3D Studio Max. RPF format supports large numbers of channel information.











[B]. Download the project and open shaderTool.comp. Go thru the nodes and play with them. Once you are thru, create a new composition. Drop in a loader tool and load footage.rpf (b1) into it. Drop a Shader tool from the deep pixel category and connect loader's output to shader1.input. Display the node in one of the display (b2) views. Notice the immediate change in the shading and lighting. Now spheres have more specularity. Floor is little dull so increase the Ambient Slider to change the Ambience of the whole scene. Right now we haven't selected any object by object ID so effect is Global. Likewise the Diffuse and Specular slider control the diffuse and specular component of the scene (b3).


[C]. We are skipping Reflection Type for a while, lets jump to Equator Angle and Polar Height. These two sliders determine the angle of light. Equator angle (c1) controls left to right angle while Polar Height (c2) controls top to bottom. Now jump to Shader tab of the Shader Tool properties and look at the bottom there is option for changing the specular color, change color (c3) to suit your needs.


[D]. From this tab you can also edit the shader curves for Diffuse and Specular. In and Out (d3) displays edit values for these curves.


[E]. Before going ahead lets do it on per object basis. I have assigned floor object id, no 1 and spheres from 2 - 11. Switch to Common Controls tab and enable Use Object option. Once you click on this, you get object slider and a pick button. Now you can either enter number manually or click drag pick button over the elements. Pic d1 shows it for object ID no 9.
[F]. Now drop in another loader tool and load reflection map into it. Why we need it? Well ! Shader tool has a green node (f1) where you can connect a reflection map environment that will reflect on whole scene of object you select thru object ID. Connect map to green input of shade node. Immediately no 9 reflects (f2) it. Now just click drag the pick button to elements and you can change reflection interactively. No 4 (f3) this time.


[G]. Now back to reflection type in light tab. Screen, Spherical and Refraction options determine how map will be projected on the elements.
Screen (g1) > As it were projected on to screen behind point of view.
Spherical (g2) > As it were projected on to a huge sphere around the whole scene.
Refraction (g3) > As it were refracting according to the geometry.


[H]. As you can see Shader Tool is very vital tool. Keep one thing in mind that RPF and RLA formats are bigger in size.When I rendered this frame with 32 bpc, size of this frame was 5 MB.What you can do is render only the UV map info and then using channel boolean tool to remap UV channel information. We will cover that in future tutorial. In next tutorial we will go thru the process of achieving the same result using Normal Pass. Shader tool does not work very well with shader tool but we will have a look at it and one more chance to play with Channel Boolean tool.
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