The MNPRX shelf contains all tools required to work with MNPRX, separated into three segments:
- Rendering. While most users will find themselves working with the first segment, it’s important to understand what the remaining two segments are for.
The art-direction tools can be found in the left side of the shelf, ordered from highest to lowest level of control. These consist of:
- MNPRX - opens the browser with the MNPRX documentation.
- style - opens the Stylization Presets to load/save predefined styles and their parameters [docs].
- conf - selects the configuration node to change each style attribute [docs].
- mPre - opens the Material Presets to load/save predefined MNPRX materials and their parameters [docs].
Right click -> Update ShaderFX materialswill automatically update all ShaderFX materials to the newest version.
- mat - selects the material of currently selected objects e.g., the mnpr_uber or mnpr_geoproxy materials.
Double clickrefreshes the Attribute Editor of the material, forcing the ShaderFX framework to show all attributes.
Right click -> Select all objects with materialwill select all objects that share the same material.
- nFx - opens the NoiseFX window that lets you control effects procedurally on MNPR materials [docs].
- pFx - opens the PaintFX window that lets you paint each effect directly on your 3D models [docs].
The lighting and testing tools allow to easily create the supported lights within MNPRX and to troubleshoot if things are not looking quite right.
- Supported lights - shelf icons for the four different supported lights: ambient, directional, point (no shadow maps) and spot light.
- pass - opens the Pass Inspector, which lets you toggle on/off each stylization pass and troubleshoot the inner workings of the stylization itself.
- test - creates a simple default test scene with default lighting.
- tbox - opens the MNPRX Toolbox window, containing handy tools to work with MNPRX in production [docs].
- rendr - opens up the viewport renderer, which quickly allows to save screenshots or playblasts [docs].
- tSeq - opens up the target sequence renderer, which allows to render all different passes for production [docs].
- supp. - opens the browser straight to support on this webpage.