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RTzen Releases RT/shader: Ginza Milestone

Posted: Fri Nov 19, 2004 10:52 am
by Tami
RTzen™ RT/shader™:Ginza takes real-time shader editing to the extreme. Leveraging the cutting-edge technology of RT/shader 1.0, Ginza incorporates some of the most-requested features to make it the most full-featured shader creation and editing tool available. Now with RT/shader: Ginza, artists return to the role of primary author of shaders for real-time applications.

LOOKS GOOD
RT/shader: Ginza uses a powerful, intuitive interface for creating hardware shaders. No matter what your experience level is with creating shader code, Ginza can optimize your workflow. Visually "wire" high-level shader components and low-level shader parts, or simply write code — all in the same interface. Ginza provides real-time feedback of your shaders on sample or imported reference geometry. And RT/shader:Ginza writes shader code in the background, so when you're done just save the resulting code to a file and you can run the shader on any supporting hardware. There's simply no easier way to create real-time shaders. With the addition of templates and custom filters, not only is RT/shader:Ginza easier to use, you can now share your data with other Ginza users.

PLAYS WELL WITH OTHERS
We've made it easy to integrate RT/shader into your existing 3D content creation tools. RT/shader can be launched directly from Discreet 3dsmax or Alias Maya, establishing a two-way communication link. There's no need to import or export shader data — RT/shader handles the entire process seamlessly.The new plug-ins for 3dsmax 6 and 7 now add dynamic parameters imported in real-time from a live connection to RT/shader or via a .FX file import. Now, a few artists can create shaders in Ginza that the rest of the team can use and tweak in 3dsmax 6 or 7.

OPEN FOR DEVELOPMENT
Want to enhance RT/shader with your own code or change RT/shader to suit your unique needs? RT/shader is a fully-extensible product that can be customized via C#, JScript .NET, Visual Basic .NET, and other .NET languages — there's no need to learn a proprietary language just for our software. Plus, we've got one of the best SDKs in the business. Our new Renderware Graphics SDK connection sample provides exact details on how to get RT/shader:Ginza content into your title via static or dynamic links.

BASE-LEVEL FEATURES

* Real-time 3D viewport with instant feedback on reference geometry
* Intuitive and artist-friendly user interface
* User-definable templates that can be shader amongst other Ginza users
* Object manipulators (customizable via plug-ins)
* Customizable per-project layout
* Unlimited undo/redo system with complete undo history persisted across work sessions
* Pluggable, transactional database storage system
* User notes on wiregraph nodes allow you to more easily exchange data
* Extensible via C#, JScript .NET, Visual Basic .NET and other .NET languages
* Renderware Graphics 3.7 SDK connection sample

COMPATIBILITY

* Direct, real-time shader creation from Discreet 3dsmax 5.1, & 6.x, & 7.x and Alias Maya 5.x
* Dynamic shader parameters in 3dsmax 6.x, & 7.x
* Imports .fx shader files
* Exports .fx file format (compatible with NVIDIA Cg or DirectX HLSL formats)
* Support for .3ds, .ase, and .x geometry formats
* Support for .bmp, .dds (DXT1–5), .gif, .jpg, .png, and .tga image file formats

HIGH-LEVEL SHADER DESIGN

* Create custom hardware shaders using basic material design concepts
* Author custom render-to-texture effects using standard compositing methods
* Real-time preview and debugging as you create
* Customizable filters using standard HLSL commands
* "Wire" high-level shader components such as brightness, reflection, and texture with an easy-to-use wiregraph system
* Pixel and vertex shader profiling
* Create your own custom High Level Shader (HLSG) nodes via scripts or plug-ins
* Support for multiple techniques and passes

LOW-LEVEL SHADER DESIGN

* Assemble shaders using visually-represented code blocks
* Create custom nodes for special shader effects
* Visual debugging in each node allows for instant identification of invalid code
* Easily understand shader dataflow through the wiregraph layout

CODE DEVELOPMENT

* Develop shader "templates" via code with real-time preview
* Real-time shader compilation
* Syntax highlighting of shader code
* Intellisense-based IDE

SYSTEM REQUIREMENTS
The following items are necessary to install and run RT/shader.

* Pentium® III, Pentium 4, or AMD Athlon™ PC at 1.5 GHz or above
* 512 MB RAM or more
* NVIDIA® GeForce™FX or ATI® Radeon™ 9700Pro or better
* Microsoft® Windows XP (Windows 2000 and 9x family is not supported)
* Microsoft® .NET Framework 1.1 or higher†
* Microsoft® DirectX® 9.0c or higher with the DirectX Managed Component
* Approximately 220 MB of disk space for a full installation‡

‡ Additional disk space is required if .NET or DirectX needs to be installed or updated.

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RT/shader: Ginza is $995. The 3dsmax 6/7 plug-in only is $295.

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Source: rtzen.com