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Shader Library

All shaders and environments that you can assign to objects are listed in the Shader Library. This includes libraries that you have installed on your system such the Autodesk Automotive Assets library.

Drag and drop any shader or environment into the Shader Lister, or into the scene.

Shader Library icon bar

- Add Directory - Adds the location of directory containing shaders or environments, such as the Automotive Assets library, so you can access it in the Shader Library.

- Delete Directory - Removes the selected library directory from the Shader Library. The shader and environment files are not permanently deleted from you system.

Note: Only top-level library directories can be removed using this option. You cannot select individual sub-directories for removal.
Warning: Using the Delete option in the Shader Library context menus may remove all shader directories and contents from your system.

- Search - Lets you use keywords to search for shaders and environments included in the library by name.

- Filters - Lets you choose to only display Shader Files or Environment Files in the library. By default both are selected to be displayed.

- Settings - Access the Shader Library settings.

  • Preview Size - Adjust the size of the shader and environment preview swatches.

- More - Access the shader Library More menu.

  • Automotive Assets - Lists the additional libraries added to the Shader Library, such as the Automotive Assets library.
  • Import Selected - Adds the selected shader or environment to the Shader Lister.
  • Rebuild- Refreshes the Shader Library display to include recently added shader or environment files. After being added the the Shader Editor, you can then customize the shader by editing its parameters.

Shader Library context menus

Create Directory

Creates a new directory in the currently set shader library location.

Rename

Lets you rename the selected shader library or selected directories in the shader library

Delete

Deletes the selected directories and their contents from your system.

Warning: Selecting Delete will permanently delete shader directories and their contents from your system. If you want to remove library directories from the Shader Library, either click the Delete icon in the Shader Library icon bar or click the X icon. You can also select Show in Explorer to perform your operations in Windows Explorer.

Import Selected

Adds the selected shader or environment to the Shader Lister. After being added the the Shader Editor, you can then customize the shader by editing its parameters.

Assign to Objects

Assigns the shader to selected objects.

Tip: You can also assign a shader by dragging it onto an object in the viewport or dragging it onto an object in the Object Lister

Show in Explorer

Opens Windows Explorer and displays the file location of the selected shader library, shader, or environment.

Assign shaders from the Automotive Asset Library

The Automotive Assets Library (an application) installs with Alias Automotive Studio. The Automotive Asset Library provides common VRED materials that you can load into Alias as read-only approximations of the VRED materials. When you send a file to VRED, the Alias approximation is discarded and VRED uses the associated VRED material instead.

You can edit the common materials and create new customized versions of materials using Shader Lister and Shader Editor.

Note: You cannot edit VRED common materials in Alias. If you edit or copy the material, it becomes an Alias shader.

Access and use VRED materials in Alias

  1. In the Shader Library, open the More menu, and then select Automotive Assets.

    The Shader Library provides the path to the VRED materials.

  2. Click the path to access the VRED materials in the library.

    You can assign materials to models and surface from the Shader Library by LMB-drag a material. However, if you want to modify the material, you must drag it to the Shader Lister. See Shader Lister workflows.

To edit a common material from the Automotive Asset Library

  1. LMB-drag a material into the Shader Lister.

  2. Double-click the material swatch to open its parameters in the Shader Editor.

  3. Update the material settings.

  4. Assign the material to your models or surfaces using the same methods as Alias shaders.

    For information on material settings and the Asset Manager, see the VRED help.

Create a new material in the Automotive Asset Library

You can create new materials based on VRED common materials, and then save them to your Automotive Assets User Library. From this location, the materials can then be used in Alias.

In VRED

  1. Right-click in the Material Editor and select Create Material from the context-menu.

  2. Select a common material from the material list as a starting point for your custom material.

  3. Customize your material by adjusting the settings in the Attribute Pane.

    For descriptions for the most noteworthy material attributes, see Attributes in the VRED Online Help.

  4. Drag the new material from the Material Editor and drop it on your user directory in the Materials list to save it.

    To edit materials after you saved them, follow the steps in the To edit a common material in the Automotive Asset Library section above.

In Alias

  1. To use the material in Alias, in the Shader Library, select Automotive Assets from the More menu.

    Automotive Assets library updates to include tabs containing your customized common VRED materials.

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