It obtains a complete vision of the pipes of shaded and to learn a job stream that saves time to the creation and integration of shaders in real time using XSI and XNA. It contains more than 5 hours of training based on project for artists of technical learning of the methods of shaded in real time for its use in games and pre-visualization. Popular more outstanding include: To work with shaders in real time; Configuration of Models and Models without skin; Using XSI Shader FX Presets, using connections SAS; To write Vertex and Pixel Shaders, constant and shaded Texture; Stumped Lambertiana diffuse Model; Shaded Blinn-Phong Model; Use of normal maps; You give the Texture; Drawing with Sprite lots; Use of Shaders Pixel for message effects; approaches of resolution of problems; Shader Analysis; to work with textures and Clusters; publication XNA Models of XSI; Consolidation Technical; Creation of animations clips; of adjustment animation in curl; Gaussian Blur; shade projection; Programming and Techniques of Selection; To publish/To eliminate message; Summary of the lesson (45 lessons) 1. Project of XNA installation 2. Project of installation for XSI 3. Static construction and exporter you enmesh 4. Loading you enmesh static in XNA (part 1) 5. Loading you enmesh static in XNA (part 2) 6. construction of world; to see and projection matrices 7. FX allocation of shader 8. Multiple configuration of texture 9. Exporter of animated personages 10. The load and the exported drawing of the personage 11. The application of data of the animation of our character 12. Using SAS XSI containers 13. To solve the curl question 14. It fits the parameters of shaded 15. Calculation of the position of the camera 16. Beginning our custom of gas pipelines FX 17. Creation of shader constant basic 18. The exhibition of PPG parameters with SAS connections 19. Test of the Custom_Demo 20. Application of textures and structures 21. Support to the animation in our shader customized 22. Test of the animation of the reproduction 23. Storage of clips of animation 24. Diffuse calculation (part 1) - Normal Direction 25. Diffuse calculation (part 2) - Direction of the light 26. Calculation of beams of specular lights 27. Exponents and cursors 28. Composition of the tangent, binormal-Normal Matrix 29. Use of Normal Maps to calculate diffuse 30. Conclusion of the bump to shader 31. Test our shader in XNA (part 1) 32. Test our shader in XNA (part 2) 33. The load and the drawing with facility (part 1) 34. The load and the drawing with facility (part 2) 35. Export of arms 36. The creation of the technique shadowmap 37. Drawing and to save shadowmap 38. Indicating to the shade to happen 39. Addition of a room and projecting shades exceeds she 40. To soften the shades 41. Storage of the shade to happen 42. Composition of colors and shades 43. Test of the shades 44. To add a brilliance to happen 45. Application in our blurred brilliance to happen.
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