Hi there, been doing a lot of research with shaderfx for realtime
applications inside maya, doing my own uber shader, mainly for crime
reconstitution etc.
Now its supporting triplanar textures, z_pass, IBL from lat-long environments, lots of artistic options and controls.
If you guys dont mind I have a couple of questions.
1.
Is it possible to create a custom shadow technique? Like cascaded
shadow maps? Or can shaderfx only alter the shadow map provided by
maya?
2. Is it possible to create screenspace effects? can
shaderfx read a framebuffer from a camera? Like using it to make
screenspace reflections?
Thanks a lot for your time!
Replies
2. Not really. In DX11 you can create a 'full screen' pass that render on a quad with Shaderfx. This allows you to do 'some' limited full-screen effects. But you won't be able to implement screen space reflection this way.
Basically, if I understand it correctly, you can make "overlays" but shaderfx is not aware of other objects besides the one the shader is applyed to?
Is there any other thing maya parses to shaderfx besides the shadowmap?
Sorry to bother again!
Thanks!
If you create a "Pass" node in shaderfx (only visible in advanced mode) then you can see the passes under "pass context".
These are the passes currently exposed in shaderfx to which you can 'do something' when Maya is rendering that pass.
Also, it is not at all a bother for you to ask questions
(I might sometimes miss posts on this forum though)