hello
I'm just wondering how to set up realtime shaders in XSI, for instance to help me with painting my spec / gloss maps. the node based shader editor is really nice but so far ive only figured out how to use it with mental ray. is it possible to use the node based editor to create shaders that could be later exported for use with UDK/Unity? that would be ideal, because then I could be sure that my maps would read *exactly* the same, rather than using marmoset during map creation and then trying to translate it in engine to achieve the same look, using the actual same shader would be awesome
I dont mind programming, but of course the node type stuff is nicer and leaves more time for art
Replies
Just open the rendertree and then choose "nodes" -> "realtime" -> "ultimap_preview" it has a color, normal, specular and ambient imput. The ultimap preview shader works great if you bake directly inside softimage. I haven´t tested it with xNormal Normalmaps or other sources.
To use it you need to switch the viewport to Realtime.
In addition to this you can try to play around with the High Quality Viewport setting. This allows you to use depth of field and some other nice looking effects straight in the viewport.
I know that the normal phong, blinn and lambert shaders export to unity. But it exports only the map connections. Other settings stay untouched.
I don't think there is a way to export them for Unity/UDK though, so you might be better off writing your own in order to make sure they're using the same math.
[edit] I just found out that this is not an issue with ultimapper, all the realtime shaders do it. the same mesh looks fine though in Blender and Marmoset, so it has to be something local to XSI