The previous article describes how to use FX Composer in comparison with FX Composer VS RenderMonkey.
Once rm is used, the advantage is that it is easy to use. You can use the mouse to complete all the basic settings.
Rm is very convenient for frame rendering, such as RTT and Derivative Technology Based on RTT. But one pass is really dazzling.
However, fx is more powerful and convenient in scenario display. For example, rm can adjust the position of the light source by setting the value, but it is based on data. It is unfriendly to users. Fx light sources can be flexibly dragged in space just like common DDC tools. In addition, the lens movement is more flexible than rm.
Rm does not support shader command debugging. fx can debug shader like a general code editor. At the same time, we found a bug in the hlsl code clamp in rm.
By using two tools, I found that if you want to save time and facilitate some experiments and prototypes, both tools are essential.
The following is a summary of the usage suggestions:
Rendermonkey is more convenient for image-based rendering.
For scenarios with heavy emphasis on 3D and lighting, fx and Its scripts are more suitable for quick and timely adjustments.
How good is an rm link fx tool?
However, this tool will not appear and there will be no value, because it is already a fact that rm stops development and updates, and fx stops updating for a long time. It can be asserted that fx and rm will eventually disappear into history. We don't need to think that XX has stopped, so we don't want to use it. We think it's out. In fact, when using these two tools, we are only using tools to update our rendering knowledge and get a quick experience. Instead of the tool itself. Therefore, I personally think that although these two tools are outdated, they are still worth your efforts.
Of course, a more complex solution is to use your own engine to directly build your own scenarios and rendering methods. But obviously, if you don't have your own engine, using these two tools can bring extraordinary value to your learning. After all, the engine is not a small piece of code. A simple program is a system. It is difficult to implement a single graphics engine. Therefore, using tools to quickly practice ideas is a good alternative. After you have mastered the technology and have the ability to build your own engine, the knowledge you have learned using tools can be quickly built into the engine.
Ps: The learning difficulty of the two tools is not as high as imagined. We recommend that you give it a try and use appropriate tools to accelerate your learning and work!