Shader Pipeline with XSI and XNA

Gain a complete overview of shader pipelines and learn a time-saving workflow to building and integrating real-time shaders using XSI and XNA. Software required: XSI Mod tool or commercial version of XSI, XNA add-on for XSI, XNA Game Studio 2.0.
Course info
Level
Advanced
Updated
Jul 9, 2008
Duration
5h 16m
Table of contents
Introduction and Project Overview
Shader Pipeline with Xsi and XNA
Project Setup for Xsi 8m Building and Exporting Static Meshes 10m Loading Static Meshes into XNA (Part 1) 6m Loading Static Meshes into XNA (Part 2) 7m Building World; View and Projection Matrices 9m Fx Shader Assignment 6m Multiple Texture Setup 8m Exporting Animated Characters 11m Loading and Drawing the Exported Character 8m Applying Animation Data to Our Character 10m Using Xsi Sas Containers 8m Solving the Looping Issue 5m Fine-tuning Shader Parameters 6m Calculating the Camera Position 6m Starting Our Custom Fx Pipeline 6m Creating a Basic Constant Shader 8m Exposing Ppg Parameters with Sas Bindings 6m Testing the Custom_demo 8m Implementing Textures and Structs 10m Supporting Animation in Our Custom Shader 9m Testing the Animation Playback 9m Storing Animation Clips 4m Diffuse Calculation (Part 1) - Normal Direction 7m Diffuse Calculation (Part 2) - Light Direction 9m Calculating Specular Highlights 8m Exponents and Sliders 6m Composing the Tangent-binormal-normal Matrix 6m Using Normal Maps to Calculate Diffuse 8m Completing the Bump Shader 9m Testing Our Shader in XNA (Part 1) 6m Testing Our Shader in XNA (Part 2) 7m Loading and Drawing Easily (Part 1) 6m Loading and Drawing Easily (Part 2) 5m Exporting the Weapon 7m Creating the Shadowmap Technique 7m Drawing and Saving the Shadowmap 9m Drawing the Shadow Pass 3m Adding a Room and Casting Shadows on It 4m Softening the Shadows 6m Storing the Shadow Pass 6m Compositing Color and Shadow 8m Testing the Shadows 5m Adding a Glow Pass 7m Implementing Blur on Our Glow Pass 7m
Description
Course info
Level
Advanced
Updated
Jul 9, 2008
Duration
5h 16m
Description

Gain a complete overview of shader pipelines and learn a time-saving workflow to building and integrating real-time shaders using XSI and XNA. Contains over 5 hours of project-based training for technical artists learning the methods of real-time shading for use in games and pre-visualization. Popular highlights include: Working with Real-time Shaders; Setting up Models and Skinned Models; Using XSI FX Shader Presets; Using SAS Bindings; Writing Vertex and Pixel Shaders; Constant and Texture Shading; Lambertian Diffuse Shading Model; Blinn-Phong Shading Model; Using Normal Maps; Render to Texture; Drawing with Sprite Batch; Using Pixel Shaders for Post Effects; Problem-solving Approaches; Shader Analysis; Working with Textures and Clusters; Publishing XNA Models from XSI; Consolidation Techniques; Creating Animation Clips; Fine-tuning looping animation; Gaussian Blur; Shadow Projection; Programming and Choosing Techniques; Edit/Delete Message. Software required: XSI Mod tool or commercial version of XSI, XNA Addon for XSI, XNA Game Studio 2.0.

About the author
About the author

Originally from Lagos, Nigeria, Sunder has made great headway in both the interactive game design and 3D animation worlds.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello and welcome to Shader Pipeline with XSI and XNA presented by digital-tutors, a Softimage training partner. My name is Sunder, and I will guide you through the process of building a shader pipeline between Softimage XSI and Microsoft XNA. During this training course, we're going to learn how to export static and animated meshes from XSI using the XNA Game Studio addon for XSI. Then we're going to learn how to import these and render them properly in an XNA project. We're also going to learn how to take advantage of XSI's powerful real time shading features to build and visualize our own custom shader pipeline within XSI itself. We're also going to learn how to integrate these shaders seamlessly within XNA. We're going to learn how to build some other effects also in XNA, like shadows and glows. We're going to be working with the XSI Mod Tool and XNA Game Studio 2. 0 for the duration of this training kit, but keep in mind that the training can be done with commercial versions of the products. With that said, we're going to get started by setting up our projects. The first thing we'll need to do is to create our XNA project, and in order to do this, we want to ensure that we have Game Studio up and running. To do this, we'll need to have either Microsoft Visual Studio installed or Visual C#. I'll be using the Express Edition because it's free and available to all, and we'll need to make sure that it's patched up with the newest service pack so that we can download and install the Game Studio for it. So you can follow a lot of these steps by simply going to creators. xna. com. The above is a site for the Creators Club, and basically, you can follow a bunch of steps that are already documented on here to get Game Studio up and running so you can start building XNA project. Due to the transient nature of the Internet, the next couple of steps may change, but basically, you'll need to go to the Create section, and then you can follow this tutorial, video tutorial that they have here, or you can follow the steps in Join the XNA Creators Club and Download XNA Game Studio. The necessary files you need to use are located here, right down there. You basically need to install those, and download and install XNA Game Studio. So once you do that, you'll be more or less good to go to follow the next few steps. If you have a hard time finding this link, an alternate place to go is to go resources, and then down to Download, and you'll find XNA Game Studio 2. 0 and Visual C# Express Edition. And you can basically download and install these. Once you have them installed, once you execute the program, you'll get to a point where you get to the start page. And now we can create a new project. You can either click on the Create button here or this little link, or you can go to File, New Project. Now, underneath New Project, you're going to want to make sure that you have C# expanded so you can get access to the templates for XNA Game Studio 2. 0. We're going to focus mainly on building our game for Windows so we can immediately deploy it and test it right away, so make sure you have Windows Game 2. 0 selected, and then we can give it a name, so we'll just go ahead and call this Basic_Demo. And we can set a suitable location. I already have mine preset to C drive, project_files. You can either browse for that location or you can set it up, or you can just type it in this. Once you have those steps executed, simply hit the OK button and a new XNA project will be created. Now all we have to do is simply hit the Play button here to run it, and then we can take a look at the game once it's built. And there we go, so here we have a simple XNA window that popped up, and now we can start loading and populating it with different models and meshes. To do this, we're going to use XSI and we'll learn in the next lesson how to basically set it up so that we can create projects that can tie in-- well our XSI projects that can tie in well with XNA projects.