RealView discoveries : custom materials ?

Discussion in 'SolidWorks' started by Philippe Guglielmetti, Apr 28, 2004.

  1. I investigated on how to define custom RealView materials (rubis, sapphire
    and other jewelry stuff as well as some watchmakers surface finish
    processes)
    For each material, there is a .dll in the ./shaders subdir of SW
    installation.
    Apparently, the .dll combines 2 competing "shaders" technologies:
    -NVidia's, based on the Cg (C for graphics) language. (source code in the
    ../shaders/cg subdir)
    -OpenGl 2, based on another language (.frag and .vert source code in the
    ../shaders/gl2 subdir)
    Compilers and other tools are available on the net for both technologies.
    Both technologies uses textures defined in the .dds format. You can find
    tools on http://developer.nvidia.com/object/nv_texture_tools.html to
    read/write those files in PhotoShop or PainShop Pro.
    Useful ? Anyone ready to pay for custom RealView materials ?
     
    Philippe Guglielmetti, Apr 28, 2004
    #1
  2. Philippe Guglielmetti

    neil Guest

    discovered this some time ago. there is a nvidia dds viewer add-in for Win
    Explorer. IrfanView will also handle dds
     
    neil, Apr 28, 2004
    #2
  3. Philippe Guglielmetti

    Arthur Y-S Guest

    You guys are Hardcore.....I am not into computers that much, but it seems
    like it would be kewl option that should be placed as an option with in SW
    to work with.
     
    Arthur Y-S, Apr 28, 2004
    #3
  4. Philippe Guglielmetti

    BertM Guest

    It is useful, loading a compressed image does not use as much system
    resources as loading a bitmap.
    The dds format seems to be from B Gates so I would not strange that it will
    go the way XML is going.
    Why use 2 different types and store it in a dll ?
    I have a lot of textures, so I will look in to it and try to convert some
    textures.
    You can get them for free if you like :)

    Thanks for sharing Philippe

    Bert
     
    BertM, Apr 28, 2004
    #4
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