Hi all,
Since ShaderFX is new in Maya LT, I figure I start a thread and show a few things it can do (I'll just randomly pick a few things to start somewhere).
Matcap shaders:
Animated shaders:
Anisotropic and latlong reflections:
ShaderFX is very customizable.
Most nodes are what I call "Group Nodes". Similar to e.g. compound nodes in XSI. For example you can go inside the Surface shader itself and poke around:
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when i click on links you posted all i see really small images, hard ot tell what is going on really.
may be upload them somewhere like imgur and use
It is released today, in Maya LT
MM, thanks yes, I switched to the img tag now.
I will add some larger resolution ones!
looking forward to more images if possible. i am specially interested to see how hard surface normal maps are supported and how well 8bit alpha blending works.
It's part of AD's evil marketing ploy - LT users have to buy the full Maya version for MEL, regular Maya users have to buy LT for shader FX ....yay, profit!
Heh was wondering if this was gonna roll out to 2014 in an extension hopefully though will download the trial and play around with it. I remember you had access to the render targets which were awesome!
Hi Joopson,
Unfortunately we are not allowed to discuss what goes into future version of Maya
But I hope it will.
[ame="http://www.youtube.com/watch?v=PRPizhU_oi0"]Creating materials and lighting assets with Autodesk® Maya LT? 2014 - YouTube[/ame]
There is an "Uber Shader" graph included in the Maya LT presets folder.
We included basic help documentation for ShaderFX with a simple starter tutorial. Anything more advanced, you are free to ask here.
any way you can upload these images at 1:1 scale, right now it is hard to read whats in the node editor.
Well done!
I would like a feature to convert supported featues to a Unity shader.
Exporting to Unity shaders sounds useful!
The primary use for ShaderFX is to be able to work with your art assets in Maya LT like you would in your final game engine ("So they look the same").
But you can also do things like setup a shader that will blend in normal maps during facial animation etc. So while animating in Maya, you can actually see what that would look like in the final game.
Finally, you can export all of the shaders to a variety of shader formats. Currently it supports:
GLSL, CGFX, and HLSL
You are welcome to take these shaders into a game engine if the game engine supports such a thing. Usually game engines have their own specific "flavor" of shader format and it is not always possible to take shader code from one program and put it in another.
Some times it requires some manual tweaking to make it work and some times it is alsmost impossible. It depends on the engine.
Arrggghh - Kees...
stop teasing - start working on the ShaderFX port/update for 3ds Max :poly121:
The attribute on the locator drives the value in the shader.
In ShaderFX "Values nodes" (such as floats, colors, textures) have an option called "Input from Maya". When you enable this option, the value is exposed as a regular Maya Attribute in the dependency graph and can be connected to your rig.
I would have no problem with that
I like 3dsMax as much as Maya.
Yup, totally broken. :poly127:
I have filed an internal bug report and will see if we can get this fixed.
Thanks for letting me know!
ah good to know. Also something that might be nice feature wise is shortcuts and something like mac's spotlight feature where I can type a node and access it faster.
We measure the angle between the vertex normal and the world UP (or "snow direction" if you wish) and blend in the white color on top of the rock texture.
We have a second custom code node that modifies the vertex position to give the snow some thickness.
Cheers.
Hi Minato,
Tell Frank Delise, he's got the power
I will try to add a few introduction videos as soon as I have time.
No (and yes)
The "Game Surface Shader" that we provide supports ambient, point, directional and spot lights.
But there is a "IsAreaLight" node (Advanced Mode) that can be used to detect if a light is an area light and then you could implement the desired area light math.
We do not provide that math at this time though (wasn't a priority for games).
If you wish to provide the math, I would gladly borrow it and include it
Ah awesome. Might take a stab though might have to brush up on the math :P Wanna take a stab at pbl shaders.
Please do and keep me up to date what you run into!
[ame="http://www.youtube.com/watch?v=_JMQgntQql4"]ShaderFX Groups - YouTube[/ame]
Is it gonna be available for the regular Maya 2014 soon? or is it already available?
yes i am wondering the same. can you please answer that ? may be Maya 2015 ?
if someone purchases Maya core then theoretically they should have everything MayaLT has.
it doesnt make sense to buy both MayaLT and Maya core just to have all the Maya tools.
Unfortunately we cannot publicly state what will be in the next version of Maya until close to release, sorry.
[ame="http://www.youtube.com/watch?v=EyH9Fnft3wA&feature"]Valve DOTA2 MayaLT ShaderFX - YouTube[/ame]
You can get the ShaderFX graph at: http://www.shaderfx.com if you are interested.
[ame="http://www.youtube.com/watch?v=EupXrmMYYEQ"]ShaderFX Working with Lights - YouTube[/ame]
I'm just going to chime in with the others here, why is this not available for regular Maya? We have a game school with ~120 students and we're paying good money for the full Autodesk Entertainment Creative Suite Ultimate. Autodesk decides to add new features for working with real-time shaders (highly game related) and only include it in a stripped down version of Maya... which of course doesn't seem to be included in our "Ultimate" package. T_T
Especially as I'm having our shader courses right now as we speak, working with Mental Mill at the moment. Would have been cool to spare one day to just try this out with the students.
If you are on the Maya (regular) beta, it is in there.
It wasn't some evil Autodesk plan, it just happened that ShaderFX was ready for release around the time we were planning to release Maya LT, so we put it in there. Doesn't mean it won't show up in regular Maya (no guarantees).
No worries. I'm counting on this being added to regular Maya.
Regarding the beta you're probably right. My intention was to hopefully push this new shaderfx to all my students and let them play around with it, and I can't do that with a beta version of Maya.
I'd also love to see some tutorials to get familiar with it!
There is a "getting started" type of tutorial in the Maya LT docs.
Once you have done that, can you tell me what kind of tutorials you would like to see?
I don't mind doing more tutorials, but need to know what things need explaining.
I'd love to see an example of a shader using deferred rendering. How to do a fog volume or reflections would be very enlightening.