I made a shader in Shader Forge in Unity, and I'm trying to replicate it using Shader FX in 3ds Max 2015. This is to help me (and an outsource team) to create content that works well with our shader.
I have everything working great, except for the vertex shader part, which applies a wind effect to vertices with blue vertex color on them.
Is there a way to plug this into the Shader FX material to get it to deform live in the viewport?
I tried Object Vertex Position, but that turns the triangles invisible (wireframe is visible, but not the faces). I tried Displacement, doesn't seem to do anything though. I tried pressing the Play button too, for both hookups, nada.
Anyone do this successfully in Max?
Replies
if you take a step back and plug in the "vertex position" node that you find (in advanced mode) then it should work.
Then e.g. multiply the vertex position output with 2 and you will see the object expand around its pivot.
That works for me here.
It is possible you either have the position in the wrong space, or you are plugging something into the 'vertex position' input that makes the shader not compile and therefor the object does not render (though usually it would spit out a compile error if that was the case)
I moved my nodes into the Material group, but the triangles are invisible again.
I also drilled into the Vertex Shader group inside the Material group, and moved my nodes into there. The triangles are visible now but not moving.
The Vertex Shader Grp node looks similar(identical?) in Maya.
I get an error message only when I try to plug the original Vertex Position node back into the Default input for AifBempty (the cursor in this screenshot is about to do just that). Which is very weird, since nothing upstream has changed, I'm just trying to reconnect it back to the way it was before.
Here I'm trying a layout like what you have there kodde, using an Add. But no go.
Pos Object Space one
E.g. if you are in the wrong space, or if you are using a node that is not working properly inside the vertex shader.
Also I noticed Shader FX tends to corrupt the nodes. If I wire a couple float1's into a Mult, then try to re-wire the Mult with a couple float2's it will reject them. But if I delete the Mult and drag in a new one, it will wire them OK.
The AifBempty node seems to be in a similar state. So I killed the whole graph, and pasted my nodes back in (minus the custom vertex position nodes).
I'll try to tackle this again another day. Deadlines looming.
Thanks for your help guys!
That line is your problem.
Whatever is connected to position is not considered to be valid, so it reverts toma defailt float4 value
Consider attaching your .sfx file