The Hexels canvas is a paintable grid of geometric shapes that lets artists create complex designs with the stroke of a brush. Hexels is a creative suite for grid-based painting, animation, and design. Note: This is a re-post of my Shaders tutorial from the Marmoset website.Marmoset Hexels 3.1.5 Full Version Free Download Windows & Macintosh INTRODUCING HEXELS 3 The 3rd Generation In Tools For Grid-Based Vector Art, Pixel Art, Design & Animation I’ve posted it here because we’re currently in the middle of transitioning to a new website, and this tutorial hasn’t made its way over yet. One of the coolest new features in Hexels 2.5 is the use of fragment shaders for layer blending and post effects (PFX). Shaders allow these effects to be calculated in real-time for Hexels’ vector graphics. This tutorial gives an overview of shaders and how they’re used in Hexels, and then shows a couple simple examples of adding custom shaders, allowing Hexels to perform new tricks. A basic knowledge of GLSL 1.2 (OpenGL Shading Language) is highly recommended, but anyone with some programming experience should be able to do something with this tutorial. Please note that as we improve Hexels, this information may change, and any shaders you make may need to be updated for future versions, but we’ll try to keep as much backwards compatibility as possible. What is a Shader?Ī fragment shader is a short program that runs on the graphics card (GPU) to determine the color of an individual pixel. Shaders run on the GPU far faster than compiled code runs on the CPU, which means that post effects can be re-calculated every time Hexels draws without causing a noticeable slowdown. Another important feature of shaders is that they can be loaded and reloaded while the application is running. For developers, this is useful because code changes can be seen immediately without having to recompile and re-run. Final compositing of glow onto the Hexels imageĬurrently, three of these stages–PFX, layer compositing (blend), and baked color adjustment–support selection of shaders, including custom shaders supplied by the user.Post-processing effects applied to each layer.Drawing shapes and calculating low-level effects like halftone and texturing.Hexels incorporates shaders into every stage of its drawing pipeline.For Hexels users, this allows people to create their own blending modes and PFX, potentially doing things with Hexels that we at Marmoset never dreamed of. Post-processing (PFX) shaders will be used for our two examples. PFX are similar to filters in Photoshop in that they modify an existing image according to a set of rules. Common PFX in Hexels include blur and color adjustment. PFX are only able to read textures from a single layer.īlend shaders are like blending modes in Photoshop they combine a layer with the image below it. Thus, they read the color of the incoming layer and the color of the already-blended layer stack, and output a result that is a combination of those two colors.īoth PFX and blend shaders are applied in real-time to layers, and any input values they have can be changed and even animated. Baked shaders, on the other hand, are applied once and the effect is permanent (that is, destructive, unless you hit Undo, of course). These are available in the Edit-> Adjust Colors menu in Hexels. Rather than operating on each pixel of the image, baked shaders operate just once on each Hexel, changing its stored color. This is explained further in Technical Details. To get started, let’s see what it takes to add a very basic PFX shader to Hexels. This shader will simply invert the color.
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