So, I installed the shader in Maya and in 3ds. I typically use Maya but wanted to see if things looked better in max. There was a significant difference in the "metal" effect. The yellow details are supposed to be golden, and that is accurate in the Max version. The Maya version doesn't seem to function correctly on this front.
They're both set up the same way. Is this a known issue?
In fact, the 2.2 shader looks better in Maya. Still not as good as the 3DS one, but the metal is more appropriate.
I have configured everything according to de tutorials here, and in this new version you said that it's needed to activate transparency in the viewport. I'm using 3DsMax 2012 and when I put transparency on simple or none there is no problem at all, I can see the textures on the model with the normals etc., but when I put it on Best I only see the model grey. I have a nVidia GTX 470 so I don't think is a graphic card problem. Is something I didn't understand?, or something that I did wrong?
So, I installed the shader in Maya and in 3ds. I typically use Maya but wanted to see if things looked better in max. There was a significant difference in the "metal" effect. The yellow details are supposed to be golden, and that is accurate in the Max version. The Maya version doesn't seem to function correctly on this front.
They're both set up the same way. Is this a known issue?
In fact, the 2.2 shader looks better in Maya. Still not as good as the 3DS one, but the metal is more appropriate.
You are correct. I forgot to add some code to the Boolean for the mask1 part... Oops! And it also turns out I was hitting the constant limit, and didn't know it because I didn't use that Boolean value :poly142:
Temporarily had to remove detail scale, so I don't go over the constant limit
I appear to be having the same issue as Tvidotto. Everything but the normal map sampler seems to be working.
This is with the file inserted and checked on (Diffuse disabled to doublecheck):
And here it is checked off:
I've tried it in all 3 render modes, 3 lights plugged in, and still no dice. All the other samplers appear to work fine, though: masks, fresnel warp, diffuse, etc.
I'm running dual AMD HD 6970s, I can wrestle up the rest of my PC specs if you need them.
Otherwise, this shader is amazaballs and I am grateful to you guys for all the work!
Sorry, forgot to mention: this is all in Maya 2014.
Cool, though now that i think about it i think he actually means rendering it out as any other material besides directx one's say a standard. Not sure though he has not re-posted any comments, thanks though.
hey Ace Angel, when are you going to get yourself added to the workshop as a service provider? I already recommended you - and I think others should too!
I tried the 2.3 shader and I have found an issue with the alpha
I used 2.2 qand 2.3 in the same scene as an example - 2.3 is not accepting alpha in the same way that 2.2 did. Same textures - same scene in 3dsmax.
Just a reminder for max users: 2012 and 2013 had problems with the tangent basis in viewports, so normal maps may look wonky (at best)
2011 with all service packs is solid, as is 2014 (providing the shader is set to work with 2014 as AD changed the tangent basis around from previous versions)
It could part of the cause of problems y'all are having.
You just select cgfx file location and folder with textures and it will create materials automatically, as long as file names go with dota convention of somethingsomething_color etc. (tested in maya2014)
EDIT: Small change, now you can hardcore path to shader file without hardcoding everything. Useful as browsing for shader file everytime can also become annoying :P
You just select cgfx file location and folder with textures and it will create materials automatically, as long as file names go with dota convention of somethingsomething_color etc. (tested in maya2014)
I am getting constant crashing on Maya 2015 during testing. It works/looks beautiful but it quickly crashes.
Any idea what steps I might be able to take to stop the crashes?
Fatal Error: attempting to save in...... That is the only info I get.
NVIDIA GeForce GTX 650 Ti (I am testing slightly updated drivers now...)
Updated drivers, same results, constant crashing.
ADDED: it seems to crash faster, and more frequently if I have more than one object visible. In particular if the 2nd object has a non-cgfx shader assigned, it will quickly crashed.
UPDATE: yes, it seems, that so long as I only use the dota cgfx shader in the scene (using multiple copies with different textures per object), and no default maya shaders, then I stop getting crashes. It's rather inconvenient but at least I have it working
You just select cgfx file location and folder with textures and it will create materials automatically, as long as file names go with dota convention of somethingsomething_color etc. (tested in maya2014)
EDIT: Small change, now you can hardcore path to shader file without hardcoding everything. Useful as browsing for shader file everytime can also become annoying :P
This is a great solution for Maya and 3dsmax ! We've also developed a similar shading solution based on Dota 2 but for Unity. You are able to create any type of render, realistic or close to the Dota 2rendering look as you can see in the demos.
Take a look at our Game Shaders 1 : Dota 2 to see the result in Unity.
@Ariath and fire67: You too should hang out together :P
@Jett: Sorry, no idea. I have a laptop that isn't Autodesk products approved, so I cannot help you with Maya at all (the program doesn't even last an hour for me) and why it's giving that Shader/CGFX combo issues.
@Baddcog: Yeaaaaaah, Max 2014+ are really finicky with their updates and stuff. I made a new version of the shader (not the same as Drew's version) with ShaderFX to see if I could get it working
Hi, I'm new to working with shaders in max and could use a little help.
I'm trying to follow Andrew Smiths DOTA2 workshop tutorial and have hit a snag.
when I try and down load the fx shader file for max, all I get is a new window with some code. is that normal? do I need to save that code and copy it in max someplace?
So i think i might have fixed the alpha issue in version 2.3 for maya. Open up the cgfx shader in notepad++ and make the following changes: normal > diffuse
Changing:
if (bHasAlpha) { alpha = tex2D(normalMapSampler, texCoord).a; }
To
if (bHasAlpha) { alpha = tex2D(diffuseMapSampler, texCoord).a; }
seems to make it all work great!
I'm far from a coder so who knows what this will break but alpha is defiantly showing up in maya now with no other graphical glitch's that i can tell for now.......
Sorry, first time using this, how do you install this material in maya?
It's a DX9 shader, so make sure it's using that. You apply it by assigning a new "CGfx shader". Then select the CGFX file. Make sure you have cgfxShader.mll checked and loaded from the plugins menu too.
I downloaded this shader but how do I install it in 3dsmax? I put the shader .fx file in the folder in 3dsmax and followed the image directions in the first post, but what about all the other files in the download?
Hey, everyone! I've just made a short, but complete guide of how to install and use this shader in 3ds max 2017, as I myself had some problems with it. I believe it's suitable for every max version since 2009. Also I've attached the version of the shader which include alpha test fix proposed by @Boonta Be sure to use it instead top post version otherwise your transparency won't work. Thanks, everyone, and especialy @Ace-Angel@Drew++ for you work.
Replies
They're both set up the same way. Is this a known issue?
In fact, the 2.2 shader looks better in Maya. Still not as good as the 3DS one, but the metal is more appropriate.
3DS MAX:
MAYA 2.3:
MAYA 2.2 shader:
EDIT:
Fixed Images
First of all thanks for this amazing shader!
And now I have a question.
I have configured everything according to de tutorials here, and in this new version you said that it's needed to activate transparency in the viewport. I'm using 3DsMax 2012 and when I put transparency on simple or none there is no problem at all, I can see the textures on the model with the normals etc., but when I put it on Best I only see the model grey. I have a nVidia GTX 470 so I don't think is a graphic card problem. Is something I didn't understand?, or something that I did wrong?
You are correct. I forgot to add some code to the Boolean for the mask1 part... Oops! And it also turns out I was hitting the constant limit, and didn't know it because I didn't use that Boolean value :poly142:
Temporarily had to remove detail scale, so I don't go over the constant limit
https://dl.dropboxusercontent.com/u/8510078/Dota2/Dota2Hero_Shader_2.3/Dota2Hero_Shader_2.3_Maya.cgfx
https://dl.dropboxusercontent.com/u/8510078/Dota2/Dota2Hero_Shader_2.3/Dota2Hero_Shader_2.3.zip
top sword is the one with hero shader and the other is a simple blinn
cheers!
Strange... It seems to be working here. Make sure you have the latest version.
https://dl.dropboxusercontent.com/u/8510078/Dota2/Dota2Hero_Shader_2.3/Dota2Hero_Shader_2.3_Maya.cgfx
still the same, i was thinking that could be my maya on 32 but i tested on maya 2014 64 and its the same
i also tried to connect a bump2d to it but didnt work
here is what i have
even plugin the masks doesnt trigger the normal
maybe some plugin missing?
its strange that apparently it is just me with this problem
Try assigning a normal map from a file, and just work in the material parameters.
Strange. Make sure you're using DirectX9 as the display driver. You can find this setting under Preferences>Viewports>Display Driver(at the bottom)
This is with the file inserted and checked on (Diffuse disabled to doublecheck):
And here it is checked off:
I've tried it in all 3 render modes, 3 lights plugged in, and still no dice. All the other samplers appear to work fine, though: masks, fresnel warp, diffuse, etc.
I'm running dual AMD HD 6970s, I can wrestle up the rest of my PC specs if you need them.
Otherwise, this shader is amazaballs and I am grateful to you guys for all the work!
Sorry, forgot to mention: this is all in Maya 2014.
2.2 works ok. Defiantly something up with 2.3
sry for late reply , it is working now .
ooh me me i do cause im cool. lol
In 3ds max
1. Tools preview [grab viewport]
2. Check custom file, under display check what you need
3. custom range choose 1 to 1 (it works with timeline so.)
Click Create choose what you want, done.
Or you can just press printscreen button on keyboard, which looks to be like it does the same thing.
This should work:
http://leslievdb.com/grabviewport.htm
Cool, though now that i think about it i think he actually means rendering it out as any other material besides directx one's say a standard. Not sure though he has not re-posted any comments, thanks though.
I tried the 2.3 shader and I have found an issue with the alpha
I used 2.2 qand 2.3 in the same scene as an example - 2.3 is not accepting alpha in the same way that 2.2 did. Same textures - same scene in 3dsmax.
Help!
mb u can help in this?
Just a reminder for max users: 2012 and 2013 had problems with the tangent basis in viewports, so normal maps may look wonky (at best)
2011 with all service packs is solid, as is 2014 (providing the shader is set to work with 2014 as AD changed the tangent basis around from previous versions)
It could part of the cause of problems y'all are having.
P.S. max 2012
https://googledrive.com/host/0Bywf1IH0NmEGNGhLdENBVU15QXM/D2ShaderImportScript.py
You just select cgfx file location and folder with textures and it will create materials automatically, as long as file names go with dota convention of somethingsomething_color etc. (tested in maya2014)
EDIT: Small change, now you can hardcore path to shader file without hardcoding everything. Useful as browsing for shader file everytime can also become annoying :P
Awesome! Thanks a lot!
can we use this shader with Unity, because i know we must code the shader in C#? if yes how to do ?
Thank s !!
Any idea what steps I might be able to take to stop the crashes?
Fatal Error: attempting to save in...... That is the only info I get.
NVIDIA GeForce GTX 650 Ti (I am testing slightly updated drivers now...)
Updated drivers, same results, constant crashing.
ADDED: it seems to crash faster, and more frequently if I have more than one object visible. In particular if the 2nd object has a non-cgfx shader assigned, it will quickly crashed.
UPDATE: yes, it seems, that so long as I only use the dota cgfx shader in the scene (using multiple copies with different textures per object), and no default maya shaders, then I stop getting crashes. It's rather inconvenient but at least I have it working
Amazing, thanks a ton.
This is a great solution for Maya and 3dsmax ! We've also developed a similar shading solution based on Dota 2 but for Unity. You are able to create any type of render, realistic or close to the Dota 2 rendering look as you can see in the demos.
Take a look at our Game Shaders 1 : Dota 2 to see the result in Unity.
Thank you !
'
@Jett: Sorry, no idea. I have a laptop that isn't Autodesk products approved, so I cannot help you with Maya at all (the program doesn't even last an hour for me) and why it's giving that Shader/CGFX combo issues.
@Baddcog: Yeaaaaaah, Max 2014+ are really finicky with their updates and stuff. I made a new version of the shader (not the same as Drew's version) with ShaderFX to see if I could get it working
You could try the latest link I posted right above you, it was created in ShaderFX 2015, not sure how broken it is.
Same problem in max 2015
Can you save shader as .sfx for ShaderFX?
I'm trying to follow Andrew Smiths DOTA2 workshop tutorial and have hit a snag.
when I try and down load the fx shader file for max, all I get is a new window with some code. is that normal? do I need to save that code and copy it in max someplace?
the same problem sad...........
Changing:
if (bHasAlpha) { alpha = tex2D(normalMapSampler, texCoord).a; }
To
if (bHasAlpha) { alpha = tex2D(diffuseMapSampler, texCoord).a; }
seems to make it all work great!
I'm far from a coder so who knows what this will break but alpha is defiantly showing up in maya now with no other graphical glitch's that i can tell for now.......
It's a DX9 shader, so make sure it's using that. You apply it by assigning a new "CGfx shader". Then select the CGFX file. Make sure you have cgfxShader.mll checked and loaded from the plugins menu too.
I downloaded this shader but how do I install it in 3dsmax? I put the shader .fx file in the folder in 3dsmax and followed the image directions in the first post, but what about all the other files in the download?
Where do these files go?:
fresnelranges.png
fresnelranges.tga
hue_shift_90_degrees.dds
juggernaut_lightwarp.tga
rgb_identity.dds
Thanks, everyone, and especialy @Ace-Angel @Drew++ for you work.