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        <title>Documentation Center artzone:pub:software:shadermixer</title>
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       <dc:date>2026-07-20T13:56:25+00:00</dc:date>
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    <item rdf:about="/artzone/pub/software/shadermixer/sm_brickyard">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:06+00:00</dc:date>
        <title>The Brickyard</title>
        <link>/artzone/pub/software/shadermixer/sm_brickyard</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;the_brickyard&quot;&gt;The Brickyard&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
The &lt;strong&gt;Brickyard&lt;/strong&gt; is where all the shader Bricks are located along with a preview window and a Properties tab. The Properties tab is the same as the Surfaces tab and shows what the user will see when the shader is applied. You can also make modifications to the parameters on the Properties tab that affect the shader you are working on.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=659c98&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Brickyard.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_Brickyard.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=270&amp;amp;h=469&amp;amp;tok=c12bc3&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Brickyard.jpg&quot; class=&quot;media&quot; title=&quot;shmx_brickyard.jpg&quot; alt=&quot;shmx_brickyard.jpg&quot; width=&quot;270&quot; height=&quot;469&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Left-click on the &lt;strong&gt;File&lt;/strong&gt; menu to access the file options:&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=0c4a0d&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_FileMenu.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_FileMenu.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=113&amp;amp;h=119&amp;amp;tok=47336d&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_FileMenu.jpg&quot; class=&quot;media&quot; title=&quot;shmx_filemenu.jpg&quot; alt=&quot;shmx_filemenu.jpg&quot; width=&quot;113&quot; height=&quot;119&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;New&lt;/strong&gt;: When selected, allows you to add a new shader tab to the workspace. The &lt;strong&gt;New&lt;/strong&gt; dialog will be displayed.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=cad4ad&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NewMaterial.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_NewMaterial.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=239&amp;amp;h=127&amp;amp;tok=2a65ae&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NewMaterial.jpg&quot; class=&quot;media&quot; title=&quot;shmx_newmaterial.jpg&quot; alt=&quot;shmx_newmaterial.jpg&quot; width=&quot;239&quot; height=&quot;127&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Type&lt;/strong&gt;: Click to select the type of shader being built: Material, Camera, or Light:&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=db2ea2&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NewType.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_NewType.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=239&amp;amp;h=127&amp;amp;tok=d06750&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NewType.jpg&quot; class=&quot;media&quot; title=&quot;shmx_newtype.jpg&quot; alt=&quot;shmx_newtype.jpg&quot; width=&quot;239&quot; height=&quot;127&quot; /&gt;&lt;/a&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=026a35&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2Ficon-note.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/icon-note.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=40&amp;amp;h=40&amp;amp;tok=a19f65&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2Ficon-note.jpg&quot; class=&quot;media&quot; title=&quot;icon-note.jpg&quot; alt=&quot;icon-note.jpg&quot; width=&quot;40&quot; height=&quot;40&quot; /&gt;&lt;/a&gt; &lt;strong&gt;NOTE!&lt;/strong&gt; When creating a new shader, make sure that you create one that is appropriate for the type of element you will be creating. For example, you cannot add a Light root to a Material shader.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Name&lt;/strong&gt;: Name the shader. This name should be different than any other name you have already since replacing materials with the same name will not change anything on the applied surfaces.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Open&lt;/strong&gt;: When selected, allows you to open a previously saved shader in order to modify it or continue working on it.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;From Scene&lt;/strong&gt;: When selected, loads the shader for the currently selected element in the scene into a new shader tab.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Preferences&lt;/strong&gt;: When selected, displays the Brickyard Preferences dialog.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=4a344f&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickyardPrefs.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_BrickyardPrefs.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=171&amp;amp;h=89&amp;amp;tok=faa9f8&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickyardPrefs.jpg&quot; class=&quot;media&quot; title=&quot;shmx_brickyardprefs.jpg&quot; alt=&quot;shmx_brickyardprefs.jpg&quot; width=&quot;171&quot; height=&quot;89&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Brickyard Left&lt;/strong&gt;: When selected, the Brickyard will be displayed on the left-hand side of the interface. Deselect to display the Brickyard on the right side.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Outputs Left on Open&lt;/strong&gt;: When selected, the output nodes for each brick will be on the left-hand side of the bricks when the shader is opened in the workspace. Deselect to have the ouput nodes on the right-hand side of each brick.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Preview&lt;/strong&gt;: Displays a preview of the current shader.&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Refresh&lt;/strong&gt;: Left-click on the preview to refresh the image&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Size&lt;/strong&gt;: Right-click on the preview thumbnail to access the Size menu. Select a preview size from the menu.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=e225e0&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_PreviewSize.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_PreviewSize.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=200&amp;amp;h=160&amp;amp;tok=ab2873&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_PreviewSize.jpg&quot; class=&quot;media&quot; title=&quot;shmx_previewsize.jpg&quot; alt=&quot;shmx_previewsize.jpg&quot; width=&quot;200&quot; height=&quot;160&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Bricks&lt;/strong&gt;: Displays a listing of all available bricks. There are two types of bricks available:&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Roots&lt;/strong&gt;: These types of bricks form the base for your shader and determine the type of shader, such as a surface shader, an image shader, a light, etc.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=6ff4a4&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Roots.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_Roots.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=156&amp;amp;h=124&amp;amp;tok=251f08&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Roots.jpg&quot; class=&quot;media&quot; title=&quot;shmx_roots.jpg&quot; alt=&quot;shmx_roots.jpg&quot; width=&quot;156&quot; height=&quot;124&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Functions&lt;/strong&gt;: These types of bricks add additional functions to your shaders and determine how the shader works.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=a23189&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Functions.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_Functions.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=160&amp;amp;h=173&amp;amp;tok=ddffa9&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Functions.jpg&quot; class=&quot;media&quot; title=&quot;shmx_functions.jpg&quot; alt=&quot;shmx_functions.jpg&quot; width=&quot;160&quot; height=&quot;173&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_root_baker">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:07+00:00</dc:date>
        <title>Baker</title>
        <link>/artzone/pub/software/shadermixer/sm_root_baker</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;baker&quot;&gt;Baker&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
The &lt;strong&gt;Baker&lt;/strong&gt; shader controls aspects of the Shader Baker and is created on a material or camera type.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=2cebb8&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatBaker.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatBaker.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=230&amp;amp;h=332&amp;amp;tok=89a529&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatBaker.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matbaker.jpg&quot; alt=&quot;shmx_matbaker.jpg&quot; width=&quot;230&quot; height=&quot;332&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Pattern&lt;/strong&gt;: TBD&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Illumination&lt;/strong&gt;: TBD&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Full Material&lt;/strong&gt;: TBD&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Accept Shadows&lt;/strong&gt;: Determines if the surface will accept shadows.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_rootbricks">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:06+00:00</dc:date>
        <title>Root Bricks</title>
        <link>/artzone/pub/software/shadermixer/sm_rootbricks</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;root_bricks&quot;&gt;Root Bricks&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
Root bricks form the base of your shader. When you start building a new material, the root brick should be the first thing you place in the workspace.
&lt;/p&gt;

&lt;p&gt;
When placed first, the brick name will show as “Surface (1)” or “Volume (1),” etc., to indicate that it was the first brick placed and you&amp;#039;ll always know which brick is the base brick for the shader.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=d466a1&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SurfaceBrick.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SurfaceBrick.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=226&amp;amp;h=270&amp;amp;tok=7f5f95&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SurfaceBrick.jpg&quot; class=&quot;media&quot; title=&quot;shmx_surfacebrick.jpg&quot; alt=&quot;shmx_surfacebrick.jpg&quot; width=&quot;226&quot; height=&quot;270&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
As mentioned earlier, root bricks only have input nodes since it is the base of the shader and cannot control the input of any function.
&lt;/p&gt;

&lt;p&gt;
Each root brick has different settings depending on the type of shader. The following sections will cover each type.
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_rootvolume&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_rootvolume&quot;&gt;Volume&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_rootsurface&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_rootsurface&quot;&gt;Surface&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_rootlights&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_rootlights&quot;&gt;Lights&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_rootindirectlight&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_rootindirectlight&quot;&gt;Indirect Light (Camera)&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_rootimager&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_rootimager&quot;&gt;Imager&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_rootdisplacement&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_rootdisplacement&quot;&gt;Displacement&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_rootcausticlight&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_rootcausticlight&quot;&gt;Caustic Light (Camera)&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_root_baker&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_root_baker&quot;&gt;Baker&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_rootcausticlight">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:06+00:00</dc:date>
        <title>Caustic Light (Camera)</title>
        <link>/artzone/pub/software/shadermixer/sm_rootcausticlight</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;caustic_light_camera&quot;&gt;Caustic Light (Camera)&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
A &lt;strong&gt;Caustic Light (Camera)&lt;/strong&gt; shader displays caustics when the scene is rendered through the camera and is created on a camera type.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=5bf151&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatCausticLight.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatCausticLight.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=228&amp;amp;h=241&amp;amp;tok=18017f&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatCausticLight.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matcausticlight.jpg&quot; alt=&quot;shmx_matcausticlight.jpg&quot; width=&quot;228&quot; height=&quot;241&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Intensity&lt;/strong&gt;: Sets the intensity of the caustics effect. Set the intensity using the slider or plug a function brick into the input node to control the intensity.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Caustics Color&lt;/strong&gt;: Sets the color of the caustics. Set a color using the Color Selector or plug a function brick into the input node to control the color.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Samples&lt;/strong&gt;: Sets the maximum number of samples taken per pixel during rendering. The higher the number, the longer the shader will take to render.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=4defab&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CausticSamples.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_CausticSamples.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=197&amp;amp;h=59&amp;amp;tok=c47354&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CausticSamples.jpg&quot; class=&quot;media&quot; title=&quot;shmx_causticsamples.jpg&quot; alt=&quot;shmx_causticsamples.jpg&quot; width=&quot;197&quot; height=&quot;59&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Photon Count&lt;/strong&gt;: TBD&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=c2dc0f&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CausticPhotonCount.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_CausticPhotonCount.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=197&amp;amp;h=57&amp;amp;tok=4aebbf&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CausticPhotonCount.jpg&quot; class=&quot;media&quot; title=&quot;shmx_causticphotoncount.jpg&quot; alt=&quot;shmx_causticphotoncount.jpg&quot; width=&quot;197&quot; height=&quot;57&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Shading Rate&lt;/strong&gt;: Determines the overall quality of the material&amp;#039;s shading. The lower the shading rate, the longer the shader will take to render.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=4817ba&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CausticShadingRate.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_CausticShadingRate.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=198&amp;amp;h=58&amp;amp;tok=60e38b&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CausticShadingRate.jpg&quot; class=&quot;media&quot; title=&quot;shmx_causticshadingrate.jpg&quot; alt=&quot;shmx_causticshadingrate.jpg&quot; width=&quot;198&quot; height=&quot;58&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Sample Mode&lt;/strong&gt;: Determines the type of sampling used during rendering.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=c465cc&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightSampleMode.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightSampleMode.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=200&amp;amp;h=92&amp;amp;tok=589a42&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightSampleMode.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlightsamplemode.jpg&quot; alt=&quot;shmx_spotlightsamplemode.jpg&quot; width=&quot;200&quot; height=&quot;92&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Illumination&lt;/strong&gt;: Controls whether the light is on or off or how it casts light.&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Off&lt;/strong&gt;: Turns the selected light off. If you decide to turn a light to 0% intensity, we suggest shutting it off using this menu to conserve computing resources when rendering.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Diffuse Only&lt;/strong&gt;: Specifies that the light will only cast light in the normal (diffuse) channel without affecting highlights or specularity. This selection only affects the appearance of rendered images. It will appear the same as the On selection in the interactive display.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Specular Only&lt;/strong&gt;: Specifies that the light will only cast light in the highlight (specular) channel without affecting the diffuse channel. This selection only affects the appearance of rendered images. It will appear the same as the On selection in the interactive display.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;On&lt;/strong&gt;: Turns the selected light on. It will cast light in both Diffuse and Specular channels. When a light is on, its brightness is determined by the Intensity slider.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=1f3d01&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightIllumination.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightIllumination.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=198&amp;amp;h=110&amp;amp;tok=c8f112&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightIllumination.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlightillumination.jpg&quot; alt=&quot;shmx_spotlightillumination.jpg&quot; width=&quot;198&quot; height=&quot;110&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_rootdisplacement">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:06+00:00</dc:date>
        <title>Displacement</title>
        <link>/artzone/pub/software/shadermixer/sm_rootdisplacement</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;displacement&quot;&gt;Displacement&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
A &lt;strong&gt;Displacement&lt;/strong&gt; shader is used to displace the mesh of an object and is created on a material or camera type.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=e6bae3&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatDisplacement.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatDisplacement.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=227&amp;amp;h=314&amp;amp;tok=c29f30&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatDisplacement.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matdisplacement.jpg&quot; alt=&quot;shmx_matdisplacement.jpg&quot; width=&quot;227&quot; height=&quot;314&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Inputs&lt;/strong&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;New N&lt;/strong&gt;: Sets the normal of the surface at the position currently being rendered. Setting N without setting P will give a bump effect to the surface.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;New P&lt;/strong&gt;: Sets the position of the point on the surface currently being rendered. Setting P will actually displace the surface.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Displace Max&lt;/strong&gt;: Sets the maximum amount of displacement on the surface.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Settings&lt;/strong&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Shadow Pass&lt;/strong&gt;: Determines if the shadows cast by the object onto other objects is rendered.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Beauty Pass&lt;/strong&gt;: Determines if self shadows are rendered.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_rootimager">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:06+00:00</dc:date>
        <title>Imager</title>
        <link>/artzone/pub/software/shadermixer/sm_rootimager</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;imager&quot;&gt;Imager&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
An &lt;strong&gt;Imager&lt;/strong&gt; shader is used to perform post-processing on the image after rendering. This shader only has an effect when the camera is being viewed through. As a result, it must be created on a camera type.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=56a85d&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatImager.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatImager.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=233&amp;amp;h=202&amp;amp;tok=1a7cdc&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatImager.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matimager.jpg&quot; alt=&quot;shmx_matimager.jpg&quot; width=&quot;233&quot; height=&quot;202&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
An Imager shader has no parameters that can be set on the brick itself and must receive its input from function bricks. The parameters shown above are only visible when the Advanced Parameters option is chosen from the context menu.
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Color&lt;/strong&gt;: Determines the color of the shader. Set a color by plugging a function brick into the input node to control the color.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Opacity&lt;/strong&gt;: Determines the opacity of the surface. Set the opacity by plugging a function brick into the input node to control the opacity.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Alpha&lt;/strong&gt;: Input for the alpha channel of the image. Set the alpha channel by plugging a function brick into the input node to control the alpha channel.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Root Settings&lt;/strong&gt;: TBD&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_rootindirectlight">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:06+00:00</dc:date>
        <title>Indirect Light (Camera)</title>
        <link>/artzone/pub/software/shadermixer/sm_rootindirectlight</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;indirect_light_camera&quot;&gt;Indirect Light (Camera)&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
An &lt;strong&gt;Indirect Light (Camera)&lt;/strong&gt; shader displays indirect illumination when the scene is rendered through the camera and is created on a camera type.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=d96846&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatIndirectLight.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatIndirectLight.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=232&amp;amp;h=264&amp;amp;tok=9573d8&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatIndirectLight.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matindirectlight.jpg&quot; alt=&quot;shmx_matindirectlight.jpg&quot; width=&quot;232&quot; height=&quot;264&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Intensity&lt;/strong&gt;: Sets the intensity of the light effect. Set the intensity using the slider or plug a function brick into the input node to control the intensity.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Indirect Tint&lt;/strong&gt;: Sets the color of the indirect light effect. Set a color using the Color Selector or plug a function brick into the input node to control the color.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Samples&lt;/strong&gt;: Sets the maximum number of samples taken per pixel during rendering. The higher the number, the longer the shader will take to render.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=4defab&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CausticSamples.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_CausticSamples.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=197&amp;amp;h=59&amp;amp;tok=c47354&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CausticSamples.jpg&quot; class=&quot;media&quot; title=&quot;shmx_causticsamples.jpg&quot; alt=&quot;shmx_causticsamples.jpg&quot; width=&quot;197&quot; height=&quot;59&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Do Final Gather&lt;/strong&gt; - Controls whether final gather is calculated or not on the indirect lighting. Toggle the switch to &lt;strong&gt;On&lt;/strong&gt; or &lt;strong&gt;Off&lt;/strong&gt;.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=026a35&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2Ficon-note.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/icon-note.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=40&amp;amp;h=40&amp;amp;tok=a19f65&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2Ficon-note.jpg&quot; class=&quot;media&quot; title=&quot;icon-note.jpg&quot; alt=&quot;icon-note.jpg&quot; width=&quot;40&quot; height=&quot;40&quot; /&gt;&lt;/a&gt; &lt;strong&gt;Final Gather&lt;/strong&gt; is a rendering method for simulating diffuse reflections.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Max Distance&lt;/strong&gt; - TBD&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Min Depth&lt;/strong&gt; - TBD&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Sample Mode&lt;/strong&gt; - Determines the type of sampling used during rendering.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=c465cc&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightSampleMode.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightSampleMode.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=200&amp;amp;h=92&amp;amp;tok=589a42&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightSampleMode.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlightsamplemode.jpg&quot; alt=&quot;shmx_spotlightsamplemode.jpg&quot; width=&quot;200&quot; height=&quot;92&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Illumination&lt;/strong&gt; - Controls whether the light is on or off or how it casts light.&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Off&lt;/strong&gt;: Turns the selected light off. If you decide to turn a light to 0% intensity, we suggest shutting it off using this menu to conserve computing resources when rendering.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Diffuse Only&lt;/strong&gt;: Specifies that the light will only cast light in the normal (diffuse) channel without affecting highlights or specularity. This selection only affects the appearance of rendered images. It will appear the same as the On selection in the interactive display.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Specular Only&lt;/strong&gt;: Specifies that the light will only cast light in the highlight (specular) channel without affecting the diffuse channel. This selection only affects the appearance of rendered images. It will appear the same as the On selection in the interactive display.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;On&lt;/strong&gt;: Turns the selected light on. It will cast light in both Diffuse and Specular channels. When a light is on, its brightness is determined by the Intensity slider.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=1f3d01&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightIllumination.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightIllumination.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=198&amp;amp;h=110&amp;amp;tok=c8f112&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightIllumination.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlightillumination.jpg&quot; alt=&quot;shmx_spotlightillumination.jpg&quot; width=&quot;198&quot; height=&quot;110&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_rootlights">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:06+00:00</dc:date>
        <title>Lights</title>
        <link>/artzone/pub/software/shadermixer/sm_rootlights</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;lights&quot;&gt;Lights&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
Most lights are created as a light type and then created in the scene but they can also be a camera type. Spot, Point, and Distant lights act just like the same lights you create in a scene. A Base Light acts as an ambient light while an Area Light emits light from the surface of the material, such as for candles, light bulbs, etc. A Gel Light acts as a filter for a light or camera.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=7fb167&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatPointLight.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatPointLight.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=228&amp;amp;h=220&amp;amp;tok=9b1cd5&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatPointLight.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matpointlight.jpg&quot; alt=&quot;shmx_matpointlight.jpg&quot; width=&quot;228&quot; height=&quot;220&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
The following parameters are available for each light except for the base light which only has a light color parameter.
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Tint&lt;/strong&gt;: Sets the color of the light. Set the tint using the Color Selector or plug a function brick into the input node to control the tint.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=13124f&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightTint.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightTint.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=218&amp;amp;h=58&amp;amp;tok=b79abb&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightTint.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlighttint.jpg&quot; alt=&quot;shmx_spotlighttint.jpg&quot; width=&quot;218&quot; height=&quot;58&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Shadow&lt;/strong&gt;: Sets the color of the light shadow. Set a color using the Color Selector or plug a function brick into the input node to control the tint.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=7cbca7&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightShadow.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightShadow.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=221&amp;amp;h=58&amp;amp;tok=f8246b&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightShadow.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlightshadow.jpg&quot; alt=&quot;shmx_spotlightshadow.jpg&quot; width=&quot;221&quot; height=&quot;58&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Intensity&lt;/strong&gt;: Sets the intensity of the light. Set the intensity using the slider or plug a function brick into the input node to control the intensity.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=ea34f7&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightIntensity.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightIntensity.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=219&amp;amp;h=58&amp;amp;tok=a42672&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightIntensity.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlightintensity.jpg&quot; alt=&quot;shmx_spotlightintensity.jpg&quot; width=&quot;219&quot; height=&quot;58&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Light Color&lt;/strong&gt;: Sets the color of the light. Set a color using the Color Selector or plug a function brick into the input node to control the color.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=e03230&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightLightColor.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightLightColor.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=220&amp;amp;h=57&amp;amp;tok=9db38c&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightLightColor.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlightlightcolor.jpg&quot; alt=&quot;shmx_spotlightlightcolor.jpg&quot; width=&quot;220&quot; height=&quot;57&quot; /&gt;&lt;/a&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=026a35&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2Ficon-note.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/icon-note.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=40&amp;amp;h=40&amp;amp;tok=a19f65&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2Ficon-note.jpg&quot; class=&quot;media&quot; title=&quot;icon-note.jpg&quot; alt=&quot;icon-note.jpg&quot; width=&quot;40&quot; height=&quot;40&quot; /&gt;&lt;/a&gt; &lt;strong&gt;NOTE!&lt;/strong&gt; This is the only option available for Base Lights.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Sample Mode&lt;/strong&gt;: Determines the type of sampling used during rendering.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=c465cc&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightSampleMode.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightSampleMode.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=200&amp;amp;h=92&amp;amp;tok=589a42&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightSampleMode.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlightsamplemode.jpg&quot; alt=&quot;shmx_spotlightsamplemode.jpg&quot; width=&quot;200&quot; height=&quot;92&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Illumination&lt;/strong&gt;: Controls whether the light is on or off or how it casts light.&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Off&lt;/strong&gt;: Turns the selected light off. If you decide to turn a light to 0% intensity, we suggest shutting it off using this menu to conserve computing resources when rendering.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Diffuse Only&lt;/strong&gt;: Specifies that the light will only cast light in the normal (diffuse) channel without affecting highlights or specularity. This selection only affects the appearance of rendered images. It will appear the same as the On selection in the interactive display.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Specular Only&lt;/strong&gt;: Specifies that the light will only cast light in the highlight (specular) channel without affecting the diffuse channel. This selection only affects the appearance of rendered images. It will appear the same as the On selection in the interactive display.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;On&lt;/strong&gt;: Turns the selected light on. It will cast light in both Diffuse and Specular channels. When a light is on, its brightness is determined by the Intensity slider.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=1f3d01&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightIllumination.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_SpotlightIllumination.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=198&amp;amp;h=110&amp;amp;tok=c8f112&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_SpotlightIllumination.jpg&quot; class=&quot;media&quot; title=&quot;shmx_spotlightillumination.jpg&quot; alt=&quot;shmx_spotlightillumination.jpg&quot; width=&quot;198&quot; height=&quot;110&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
In addition, the Gel light has the following options available:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Field of View&lt;/strong&gt; -&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;X Scale&lt;/strong&gt; -&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Y Scale&lt;/strong&gt; -&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_rootsurface">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:06+00:00</dc:date>
        <title>Surface</title>
        <link>/artzone/pub/software/shadermixer/sm_rootsurface</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;surface&quot;&gt;Surface&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
A &lt;strong&gt;Surface&lt;/strong&gt; shader is applied to the surface of an object and is created on a material or camera type.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=a58f52&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatSurface.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatSurface.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=226&amp;amp;h=381&amp;amp;tok=09cb1d&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatSurface.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matsurface.jpg&quot; alt=&quot;shmx_matsurface.jpg&quot; width=&quot;226&quot; height=&quot;381&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Inputs -&lt;/strong&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Color&lt;/strong&gt;: Sets the color of the surface. Set a color using the Color Selector or plug a function brick into the input node to control the tint.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Opacity&lt;/strong&gt;: Sets the opacity of the surface. Set the opacity using the Color Selector or plug a function brick into the input node to control the opacity.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Accept Shadows&lt;/strong&gt;: Determines if the surface will accept shadows.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Settings&lt;/strong&gt; -&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Shadow Pass&lt;/strong&gt;: Determines if the shadows cast by the object onto other objects is rendered.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Beauty Pass&lt;/strong&gt;: Determines if self shadows are rendered.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_rootvolume">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:06+00:00</dc:date>
        <title>Volume</title>
        <link>/artzone/pub/software/shadermixer/sm_rootvolume</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;volume&quot;&gt;Volume&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
A &lt;strong&gt;Volume&lt;/strong&gt; shader can be applied to either the exterior or interior of the object and is created on a material or camera type.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=d6a623&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatVolume.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatVolume.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=225&amp;amp;h=290&amp;amp;tok=6f50f6&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatVolume.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matvolume.jpg&quot; alt=&quot;shmx_matvolume.jpg&quot; width=&quot;225&quot; height=&quot;290&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Inputs&lt;/strong&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Ci&lt;/strong&gt;: The color of the surface at the position currently being rendered.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Oi&lt;/strong&gt;: The opacity of the surface at the position currently being rendered.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Settings&lt;/strong&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Volume Type&lt;/strong&gt;: Determines the type of volume shader.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=9e2963&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatVolumeType.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatVolumeType.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=201&amp;amp;h=96&amp;amp;tok=ad4744&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatVolumeType.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matvolumetype.jpg&quot; alt=&quot;shmx_matvolumetype.jpg&quot; width=&quot;201&quot; height=&quot;96&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Volume Atmosphere&lt;/strong&gt;: Select if the shader is to be a global volume shader.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Volume Interior&lt;/strong&gt;: Select if the shader is to be an internal volumetric material.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Shadow Pass&lt;/strong&gt;: Determines if the shadows cast by the object onto other objects is rendered.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Beauty Pass&lt;/strong&gt;: Determines if self shadows are rendered.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_shadertypes">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:07+00:00</dc:date>
        <title>Shader Types</title>
        <link>/artzone/pub/software/shadermixer/sm_shadertypes</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;shader_types&quot;&gt;Shader Types&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
There are three Shader Types available when creating a new shader: Material, Camera, and Light, and each one has a specific use.
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; A &lt;strong&gt;Material&lt;/strong&gt; type is used when the shader will be applied to the outer surface of an object.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; A &lt;strong&gt;Camera&lt;/strong&gt; type is used when the shader will be applied to a camera. The effect of the shader is only visible when rendered through the camera itself.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; A &lt;strong&gt;Light&lt;/strong&gt; type is used when the shader will be applied to a light source, except in the case of an Area Light which is applied to a surface.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
In addition, each type can have different root bricks to form the base of the shader. Some root bricks cannot be added to some of the material types and if you try to add it, you&amp;#039;ll get a stop cursor to indicate that this is not possible.
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Material type&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Volume&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Surface&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Area Light&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Gel Light&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Displacement&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Baker&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Camera type&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; All&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Light type&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Spot&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Point&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Distant&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Base&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Gel&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_using">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:07+00:00</dc:date>
        <title>Using the Shader Mixer</title>
        <link>/artzone/pub/software/shadermixer/sm_using</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;using_the_shader_mixer&quot;&gt;Using the Shader Mixer&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
These directions are very basic. They do not go into detail on which function bricks to use, how to use them together, etc. This will be added as the functionality of the Shader Mixer is completed.
&lt;/p&gt;

&lt;p&gt;
To use the Shader Mixer:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Create a new scene and add a primitive to the scene, preferably a sphere to match the previewer.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose &lt;strong&gt;View &amp;gt; Shader Mixer&lt;/strong&gt; from the main menu. The &lt;strong&gt;Shader Mixer&lt;/strong&gt; pane will be displayed.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Dock the tab to the left or right side of the workspace.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Resize the workspace so that you have plenty of room to work with.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Determine what type of shader you will be mixing up: Material, Light, or Camera.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Determine how you will be creating the shader: New, Open from file, or Loading from the scene.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;opening_a_saved_shader_mixer_file&quot;&gt;Opening a Saved Shader Mixer File&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
To open a saved material file:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose &lt;strong&gt;File &amp;gt; Open&lt;/strong&gt; from the Shader Mixer menu.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; In the Open dialog that is displayed, locate the file then click on the &lt;strong&gt;Open&lt;/strong&gt; button.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; The material will be opened in a new tab in the workspace.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;loading_a_shader_from_the_scene&quot;&gt;Loading a Shader from the Scene&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
To load a shader from the scene:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Apply a shader to the object, light, or camera.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; From the Surfaces tab, select the surface with the shader needed.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose &lt;strong&gt;File &amp;gt; Load from Scene&lt;/strong&gt; from the Shader Mixer menu. The &lt;strong&gt;Read from Scene&lt;/strong&gt; dialog will be displayed.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=6d1d2b&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_ReadFromScene.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_ReadFromScene.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=239&amp;amp;h=127&amp;amp;tok=612963&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_ReadFromScene.jpg&quot; class=&quot;media&quot; title=&quot;shmx_readfromscene.jpg&quot; alt=&quot;shmx_readfromscene.jpg&quot; width=&quot;239&quot; height=&quot;127&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the field and select what type of shader is being read from the scene: Material, Camera, or Light, then click on the &lt;strong&gt;OK&lt;/strong&gt; button. The shader will be loaded into a new tab in the workspace.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;creating_a_new_shader&quot;&gt;Creating a New Shader&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
To create a new shader:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose &lt;strong&gt;File &amp;gt; New&lt;/strong&gt; from the Shader Mixer menu. The New dialog will be displayed.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=cad4ad&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NewMaterial.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_NewMaterial.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=239&amp;amp;h=127&amp;amp;tok=2a65ae&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NewMaterial.jpg&quot; class=&quot;media&quot; title=&quot;shmx_newmaterial.jpg&quot; alt=&quot;shmx_newmaterial.jpg&quot; width=&quot;239&quot; height=&quot;127&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the field and select what type of shader is being created: Material, Camera, or Light, then click on the &lt;strong&gt;OK&lt;/strong&gt; button. A new tab will be added to the workspace with the name of the material type as the tab name. If you selected to create a material, then the &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Default Material bricks will be available in the Material tab.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;mixing_shaders&quot;&gt;Mixing Shaders&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; From the Brickyard, select the root brick you need based on the type of shader being created and drag it on to the workspace tab. Make sure you are adding the right type of root brick for your shader. Review the list on “&lt;a href=&quot;/artzone/pub/software/shadermixer/sm_shadertypes&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_shadertypes&quot;&gt;Shader Types&lt;/a&gt;” if you need to check which root bricks can be place on which type shader tab.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=d9bd39&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2Fimages%2Ficon-tip.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/images/icon-tip.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=40&amp;amp;h=40&amp;amp;tok=4c9249&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2Fimages%2Ficon-tip.jpg&quot; class=&quot;media&quot; title=&quot;icon-tip.jpg&quot; alt=&quot;icon-tip.jpg&quot; width=&quot;40&quot; height=&quot;40&quot; /&gt;&lt;/a&gt; &lt;strong&gt;TIP!&lt;/strong&gt; You can also right-click on the workspace and choose the bricks from the menu that is displayed.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Add your first Function brick from the Functions listing. The choices you make will be determined by the shader being made and the type of functions needed to create the shader.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Connect the output nodes of the function brick to the input nodes of the root brick.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Add additional function bricks as needed to build the shader. Adjust sliders, colors, values, and add images as needed.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the preview thumbnails to check how each brick looks. Use the preview on the root brick or in the brickyard to view the overall shader.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;testing_the_shader&quot;&gt;Testing the Shader&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
If your shader is for an object, select the surface(s) from the Surfaces tab and click on the &lt;strong&gt;Apply&lt;/strong&gt; button.
&lt;/p&gt;

&lt;p&gt;
If your shader is for a light:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; If creating a new light&lt;/div&gt;
&lt;ol&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Apply&lt;/strong&gt; button.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose one of the following from the &lt;strong&gt;Create New Light&lt;/strong&gt; dialog:&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Apply Default Settings&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Apply Active Viewport Transforms&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;OK&lt;/strong&gt; button and the light will be created in the scene.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; If copying the location of a current light or replacing a current light:&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Select the light in the scene.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Apply&lt;/strong&gt; button.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose one of the following from the &lt;strong&gt;Create New Light&lt;/strong&gt; dialog:&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Copy Selected Item&lt;/strong&gt; - copies selected light transforms and applies them to the new light.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Copy and Replace Selected Item&lt;/strong&gt; - copies selected light transforms, deletes the selected light, and replaces it with the new light.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;OK&lt;/strong&gt; button and the light will be created in the scene.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;
If your shader is for a camera:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; If creating a new camera:&lt;/div&gt;
&lt;ol&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Apply&lt;/strong&gt; button.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose one of the following from the &lt;strong&gt;Create New Camera&lt;/strong&gt; dialog:&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;&lt;/strong&gt;Apply Default Settings&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;&lt;/strong&gt;Apply Active Viewport Transforms&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;OK&lt;/strong&gt; button and the camera will be created in the scene.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Change the view to look through the camera and render.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; If copying the location of a current camera or replacing a current camera:&lt;/div&gt;
&lt;ol&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Select the camera in the scene.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Apply&lt;/strong&gt; button.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose one of the following from the &lt;strong&gt;Create New Camera&lt;/strong&gt; dialog:&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Copy Selected Item&lt;/strong&gt; - copies selected camera transforms and applies them to the new camera.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Copy and Replace Selected Item&lt;/strong&gt; - copies selected camera transforms, deletes the selected camera, and replaces it with the new camera.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;OK&lt;/strong&gt; button and the camera will be created in the scene.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Change the view to look through the camera and render.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
Once you have completed building your shader, it can be saved as a material, light, or camera preset.
&lt;/p&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_workingwbricks">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:07+00:00</dc:date>
        <title>Working With Bricks</title>
        <link>/artzone/pub/software/shadermixer/sm_workingwbricks</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;working_with_bricks&quot;&gt;Working With Bricks&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
Now, let&amp;#039;s look at the bricks and what they are made up of.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=3ed536&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickParts.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_BrickParts.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=373&amp;amp;h=381&amp;amp;tok=22c93f&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickParts.jpg&quot; class=&quot;media&quot; title=&quot;shmx_brickparts.jpg&quot; alt=&quot;shmx_brickparts.jpg&quot; width=&quot;373&quot; height=&quot;381&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Preview&lt;/strong&gt;: At the top of each brick is the preview thumbnail for the brick. If the brick is the root, then the preview will show the result of all the bricks mixed together.&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Left-click on the Preview button to expand the preview and again to collapse the preview.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; Right-click on the expanded preview to set the thumbnail size.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Brick Name&lt;/strong&gt;: The name of the brick is at the top of the brick and indicates the name/type of the brick. In the example, Surface, Voronoi, etc.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Brick Number&lt;/strong&gt;: To the right of the brick name is a number. This number indicates the order in which the brick was created and does not specify any particular order that the bricks must be connected at. The example above was the third brick created for this shader. This number will correspond to the channel it controls on the Properties tab. For example, if the “Voronoi (3)” brick controls the opacity, then in the Properties tab, you&amp;#039;ll see exactly where the parameter is controlled from.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=f757e1&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickNumber.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_BrickNumber.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=144&amp;amp;h=119&amp;amp;tok=f467cf&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickNumber.jpg&quot; class=&quot;media&quot; title=&quot;shmx_bricknumber.jpg&quot; alt=&quot;shmx_bricknumber.jpg&quot; width=&quot;144&quot; height=&quot;119&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Context Menu&lt;/strong&gt;: Left-click on the arrow at the top right of the brick to access the context menu.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=03520b&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickContextMenu.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_BrickContextMenu.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=143&amp;amp;h=96&amp;amp;tok=48b158&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickContextMenu.jpg&quot; class=&quot;media&quot; title=&quot;shmx_brickcontextmenu.jpg&quot; alt=&quot;shmx_brickcontextmenu.jpg&quot; width=&quot;143&quot; height=&quot;96&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Hide Parameters&lt;/strong&gt;: When selected, hides all parameters for the brick.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=ce9870&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_HideParams.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_HideParams.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=252&amp;amp;h=92&amp;amp;tok=4fa209&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_HideParams.jpg&quot; class=&quot;media&quot; title=&quot;shmx_hideparams.jpg&quot; alt=&quot;shmx_hideparams.jpg&quot; width=&quot;252&quot; height=&quot;92&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Show Parameters&lt;/strong&gt;: This option is only available if the parameters have been previously hidden. When selected, it will unhide all parameters for the brick.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Show Advanced&lt;/strong&gt;: When selected, will display any advanced parameters available for the brick. These advanced options will probably be useful only for the most advanced user.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=55f006&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_ShowAdv.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_ShowAdv.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=237&amp;amp;h=79&amp;amp;tok=35164a&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_ShowAdv.jpg&quot; class=&quot;media&quot; title=&quot;shmx_showadv.jpg&quot; alt=&quot;shmx_showadv.jpg&quot; width=&quot;237&quot; height=&quot;79&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Delete&lt;/strong&gt;: When selected, deletes the brick from the workspace.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Outputs&lt;/strong&gt;: This section is where the parameters for each brick in the Inputs section are output to another function or to a root brick. A root brick does not have an output section.&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Output Nodes&lt;/strong&gt;: For each parameter that can be output, a node will be visible to the left of the parameter (assuming that you didn&amp;#039;t change them to be on the right side in the preferences). An output can be connected to multiple inputs.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Output Context Menu&lt;/strong&gt;: Right-click on an output node to access its context menu.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=567d0b&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_OutputMenu.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_OutputMenu.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=158&amp;amp;h=76&amp;amp;tok=cb2423&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_OutputMenu.jpg&quot; class=&quot;media&quot; title=&quot;shmx_outputmenu.jpg&quot; alt=&quot;shmx_outputmenu.jpg&quot; width=&quot;158&quot; height=&quot;76&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Disconnect&lt;/strong&gt;: When selected, will disconnect the output node from any input node it is connected to.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Connector Color&lt;/strong&gt;: When selected, displays a default color picker where you can select a new color for the node.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=75678f&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NodeColor.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_NodeColor.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=158&amp;amp;h=76&amp;amp;tok=67cb78&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NodeColor.jpg&quot; class=&quot;media&quot; title=&quot;shmx_nodecolor.jpg&quot; alt=&quot;shmx_nodecolor.jpg&quot; width=&quot;158&quot; height=&quot;76&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Inputs&lt;/strong&gt;: This section is where parameters can be set either by adjusting them or connecting a function brick to the input node.&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Input Nodes&lt;/strong&gt;: For each parameter that can be controlled by a function, a node will be visible to the right of the parameter (assuming that you didn&amp;#039;t change them to be on the left side in the preferences). An input can only have one connection. If you try to connect a second input into the node, the first connection will be replaced by the second one.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Input Context Menu&lt;/strong&gt;: Right-click on an input node to access its context menu. An input node can only be disconnected as its color is driven by the output node it is connected to.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=d3f947&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_InputMenu.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_InputMenu.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=126&amp;amp;h=80&amp;amp;tok=ef0de8&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_InputMenu.jpg&quot; class=&quot;media&quot; title=&quot;shmx_inputmenu.jpg&quot; alt=&quot;shmx_inputmenu.jpg&quot; width=&quot;126&quot; height=&quot;80&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;nodes&quot;&gt;Nodes&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
In the center of each node is a letter indicating the type of input or output is controlled by the node.
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; C - Color&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; F - Float&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; N - Normal&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; P - Point&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; V - Vector&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; S - U coordinate, i.e., horizontal&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; T - V coordinate, i.e., vertical&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
Normally, a C output would be connected to a C input but there is nothing stopping you from connecting a different type of output into the input.
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;connecting_nodes&quot;&gt;Connecting Nodes&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
To connect two nodes:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Left-click hold on either the input or output node and drag to the opposite node. A dotted line will be displayed as you drag the cursor. A stop cursor will be displayed as you move across blank areas of the workspace.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Once you get to the opposite node, move the cursor over the node until it changes to a marquee box. This indicates that you can connect to the node.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Let up on the mouse button to connect the two nodes.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=d9869f&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_ConnectingNode.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_ConnectingNode.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=396&amp;amp;h=232&amp;amp;tok=efd432&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_ConnectingNode.jpg&quot; class=&quot;media&quot; title=&quot;shmx_connectingnode.jpg&quot; alt=&quot;shmx_connectingnode.jpg&quot; width=&quot;396&quot; height=&quot;232&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;
Remember, you can connect one output to multiple inputs, but each input can have only one connection.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=3629b1&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_TwoConnections.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_TwoConnections.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=198&amp;amp;h=116&amp;amp;tok=103edf&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_TwoConnections.jpg&quot; class=&quot;media&quot; title=&quot;shmx_twoconnections.jpg&quot; alt=&quot;shmx_twoconnections.jpg&quot; width=&quot;198&quot; height=&quot;116&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;disconnecting_nodes&quot;&gt;Disconnecting Nodes&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
To disconnect two nodes, right-click on one of the nodes and choose &lt;strong&gt;Disconnect&lt;/strong&gt; from the menu.
&lt;/p&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/sm_workspace">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:07+00:00</dc:date>
        <title>Shader Workspace</title>
        <link>/artzone/pub/software/shadermixer/sm_workspace</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;shader_workspace&quot;&gt;Shader Workspace&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
The &lt;strong&gt;Shader Workspace&lt;/strong&gt; is where you mix bricks to create your custom shader. When you first open the Shader Mixer, a default shader will be available. You can work on multiple shaders at once or just one at a time.
&lt;/p&gt;

&lt;p&gt;
At the top of the workspace are tabs and buttons to access workspace edit options.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=fb5a15&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_TabsMenu.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_TabsMenu.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=368&amp;amp;h=99&amp;amp;tok=8f8e0c&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_TabsMenu.jpg&quot; class=&quot;media&quot; title=&quot;shmx_tabsmenu.jpg&quot; alt=&quot;shmx_tabsmenu.jpg&quot; width=&quot;368&quot; height=&quot;99&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Tabs&lt;/strong&gt;: As you create or open shaders, they are opened in tabs in the workspace. Click on the tabs to access and work on the material.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Edit Options&lt;/strong&gt;: Click on the button icons to use the edit functions.&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Save&lt;/strong&gt;: When selected, displays a save dialog where you can name and save the shader.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Copy&lt;/strong&gt;: When selected, copies the selected brick(s).&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Cut&lt;/strong&gt;: When selected, cuts the selected brick(s) from the workspace&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Paste&lt;/strong&gt;: When selected, pastes any brick(s) on the clipboard into the current tab.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level2&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Preferences&lt;/strong&gt;: When selected, displays the Preferences dialog where you can change the name of the shader and select whether the output nodes are on the left or right. Click in the check box to deselect it if you prefer to have the output nodes on the right. This will also place the root node on the right-hand side of the screen.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=d2569b&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatPrefs.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MatPrefs.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=248&amp;amp;h=97&amp;amp;tok=fed613&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MatPrefs.jpg&quot; class=&quot;media&quot; title=&quot;shmx_matprefs.jpg&quot; alt=&quot;shmx_matprefs.jpg&quot; width=&quot;248&quot; height=&quot;97&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
At the top right of the workspace is an “X” button. Click on this button to close the current shader without saving it. A confirmation message will be displayed asking if you are sure you want to close the shader. Click on &lt;strong&gt;Yes&lt;/strong&gt; to close the shader or on &lt;strong&gt;No&lt;/strong&gt; to keep it open.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=25a98d&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CloseMat.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_CloseMat.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=326&amp;amp;h=100&amp;amp;tok=ae7f02&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_CloseMat.jpg&quot; class=&quot;media&quot; title=&quot;shmx_closemat.jpg&quot; alt=&quot;shmx_closemat.jpg&quot; width=&quot;326&quot; height=&quot;100&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
Along the side and bottom of the workspace are scrollbars which can be used to view different sections of the workspace. As you add bricks, the scrollbars will be invaluable as you work.
&lt;/p&gt;

&lt;p&gt;
The workspace itself is where you create your shaders by adding and removing bricks, and connecting the input and output nodes.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=a20030&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickExamples.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_BrickExamples.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=501&amp;amp;h=458&amp;amp;tok=6e0fcd&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_BrickExamples.jpg&quot; class=&quot;media&quot; title=&quot;shmx_brickexamples.jpg&quot; alt=&quot;shmx_brickexamples.jpg&quot; width=&quot;501&quot; height=&quot;458&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
Right-clicking on any blank area of the workspace brings up the context menu.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=b03946&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_WkspContextMenu.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_WkspContextMenu.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=368&amp;amp;h=190&amp;amp;tok=33bdcf&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_WkspContextMenu.jpg&quot; class=&quot;media&quot; title=&quot;shmx_wkspcontextmenu.jpg&quot; alt=&quot;shmx_wkspcontextmenu.jpg&quot; width=&quot;368&quot; height=&quot;190&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Insert Brick&lt;/strong&gt;: Used to add new bricks to the workspace. Follow the arrows to access the sub-menus to add root or function bricks. Bricks can also be added by dragging them from the Brickyard.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=0927b8&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NewBrickDrag.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_NewBrickDrag.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=479&amp;amp;h=100&amp;amp;tok=c3249a&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_NewBrickDrag.jpg&quot; class=&quot;media&quot; title=&quot;shmx_newbrickdrag.jpg&quot; alt=&quot;shmx_newbrickdrag.jpg&quot; width=&quot;479&quot; height=&quot;100&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Copy&lt;/strong&gt;: When selected, copies the selected brick(s).&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Cut&lt;/strong&gt;: When selected, cuts the selected brick(s).&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Paste&lt;/strong&gt;: When selected, pastes any brick(s) on the clipboard into the current tab.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;To Front&lt;/strong&gt;: Moves the selected brick(s) to the front.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;To Back&lt;/strong&gt;: Moves the selected brick(s) to the back.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=e0f5eb&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_FrontBack.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_FrontBack.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=279&amp;amp;h=97&amp;amp;tok=6ed47d&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_FrontBack.jpg&quot; class=&quot;media&quot; title=&quot;shmx_frontback.jpg&quot; alt=&quot;shmx_frontback.jpg&quot; width=&quot;279&quot; height=&quot;97&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
To select bricks, left-click in the workspace and drag the cursor over the bricks to be selected. You&amp;#039;ll see a selection marquee displayed as you drag the cursor. As long as some part of the marquee touches a brick, that brick will be selected.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=0036c6&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Selected.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_Selected.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=509&amp;amp;h=324&amp;amp;tok=750e54&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Selected.jpg&quot; class=&quot;media&quot; title=&quot;shmx_selected.jpg&quot; alt=&quot;shmx_selected.jpg&quot; width=&quot;509&quot; height=&quot;324&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
To move bricks:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Move the cursor over the top of the brick. The cursor will change to a double arrow icon.&lt;br/&gt;
&lt;br/&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=e2ef3a&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MoveBrick.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_MoveBrick.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=237&amp;amp;h=90&amp;amp;tok=ec6373&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_MoveBrick.jpg&quot; class=&quot;media&quot; title=&quot;shmx_movebrick.jpg&quot; alt=&quot;shmx_movebrick.jpg&quot; width=&quot;237&quot; height=&quot;90&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Left-click and drag the brick to its new location.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;
At the bottom left of the workspace is the &lt;strong&gt;Zoom&lt;/strong&gt; field. Use the up and down buttons to increase or decrease the zoom, or enter the zoom amount manually into the field.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=0670cf&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Zoom.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_Zoom.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=107&amp;amp;h=55&amp;amp;tok=71dff6&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Zoom.jpg&quot; class=&quot;media&quot; title=&quot;shmx_zoom.jpg&quot; alt=&quot;shmx_zoom.jpg&quot; width=&quot;107&quot; height=&quot;55&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;/div&gt;
</description>
    </item>
    <item rdf:about="/artzone/pub/software/shadermixer/start">
        <dc:format>text/html</dc:format>
        <dc:date>2011-11-01T17:42:07+00:00</dc:date>
        <title>Shader Mixer</title>
        <link>/artzone/pub/software/shadermixer/start</link>
        <description>&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
This page exists within the &lt;a href=&quot;/artzone/start&quot; class=&quot;wikilink1&quot; title=&quot;artzone:start&quot;&gt;Old ArtZone Wiki&lt;/a&gt; section of this site. Read the information presented on the linked page to better understand the significance of this fact.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;h1 id=&quot;shader_mixer&quot;&gt;Shader Mixer&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
Please note that the Shader Mixer is still in beta and as a result, the documentation will cover basic usage only including the root bricks. More information on the function bricks and advanced settings will come as the tool is finalized.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;http://wiki.daz3d.com/doku.php/wiki/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/start&quot; class=&quot;urlextern&quot; target=&quot;_blank&quot; title=&quot;http://wiki.daz3d.com/doku.php/wiki/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/start&quot; rel=&quot;nofollow noopener&quot;&gt;View In-Process Documentation&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
Choose &lt;strong&gt;View &amp;gt; Tabs &amp;gt; Shader Mixer&lt;/strong&gt; to open the &lt;strong&gt;Shader Mixer tab&lt;/strong&gt;. This tab allows you to create your own shaders.
&lt;/p&gt;

&lt;p&gt;
The &lt;strong&gt;Shader Mixer&lt;/strong&gt; tab is divided into two sections, with the Brickyard on the left and the Shader workspace on the right. The &lt;strong&gt;Brickyard&lt;/strong&gt; is where the different shader bricks are stored along with a preview window and access to a Properties tab that displays what you will see in the Surfaces tab for the shader. The &lt;strong&gt;Shader Workspace&lt;/strong&gt; is where you build your custom shaders.
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=2b373b&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Tab.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/Tools/ShaderMixer/images/ShMx_Tab.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=764&amp;amp;h=631&amp;amp;tok=210891&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2FTools%2FShaderMixer%2Fimages%2FShMx_Tab.jpg&quot; class=&quot;media&quot; title=&quot;shmx_tab.jpg&quot; alt=&quot;shmx_tab.jpg&quot; width=&quot;764&quot; height=&quot;631&quot; /&gt;&lt;/a&gt;
&lt;/p&gt;

&lt;p&gt;
&lt;a href=&quot;/lib/exe/fetch.php?tok=04422d&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2Fimages%2Ficon-note.jpg&quot; class=&quot;media&quot; target=&quot;_blank&quot; title=&quot;http://documentation.daz3d.com/studio/images/icon-note.jpg&quot; rel=&quot;noopener&quot;&gt;&lt;img src=&quot;/lib/exe/fetch.php?w=40&amp;amp;h=40&amp;amp;tok=515772&amp;amp;media=http%3A%2F%2Fdocumentation.daz3d.com%2Fstudio%2Fimages%2Ficon-note.jpg&quot; class=&quot;media&quot; title=&quot;icon-note.jpg&quot; alt=&quot;icon-note.jpg&quot; width=&quot;40&quot; height=&quot;40&quot; /&gt;&lt;/a&gt; &lt;strong&gt;NOTE!&lt;/strong&gt; Bricks do not depend on the Shader Mixer to run or function. If you apply a materials preset or shader and it calls a brick that is either non-existent or non-functional, in the Shader Mixer you will either:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; See nothing in the Shader Workspace or&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Have a valid shader that is simply missing one or more bricks.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;
You can also look in the &lt;abbr title=&quot;Digital Art Zone&quot;&gt;DAZ&lt;/abbr&gt; Studio log file to see what bricks were not included in the building of the shader.
&lt;/p&gt;

&lt;p&gt;
Refer to the following topics for specifics on using the Shader Mixer:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_brickyard&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_brickyard&quot;&gt;The Brickyard&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_workspace&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_workspace&quot;&gt;Shader Workspace&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_shadertypes&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_shadertypes&quot;&gt;Shader Types&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_workingwbricks&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_workingwbricks&quot;&gt;Working With Bricks&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_rootbricks&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_rootbricks&quot;&gt;Root Bricks&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_functionbricks&quot; class=&quot;wikilink2&quot; title=&quot;artzone:pub:software:shadermixer:sm_functionbricks&quot; rel=&quot;nofollow&quot;&gt;Function Bricks&lt;/a&gt; - In Progress&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;/artzone/pub/software/shadermixer/sm_using&quot; class=&quot;wikilink1&quot; title=&quot;artzone:pub:software:shadermixer:sm_using&quot;&gt;Using the Shader Mixer&lt;/a&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;
</description>
    </item>
</rdf:RDF>
