I'm thinking about maybe adding an optional dedicated rim light feature. Where you can set color/intensity, exponent and direction (rotate around screen space Z-vector). Do you guys think this would be useful? Any other ideas for features?
Looks cool! having trouble importing the graph in Maya 2015. Downloaded correctly, I can see the shader in notpad++; but nothing when I import the graph in ShaderFX. I removed the line "ParentMaterial=0" and the graph seem to import correctly. Don't know why that is...
After some testing I'm thinking that no shaderfx graph created in 2016 can be loaded in 2015 at all...
I tried creating a waaay simpler material in 2016, exported and imported in 2015. I get a blank shader graph. I tried exporting the default TraditionalGameSurfaceShader from 2016, import in 2015, blank scene as well.
Not sure where to go from here. If this is the case then this is a total bummer With some luck maybe Kees can enlighten us?
version doesn't seem to matter too much, just the "ParentMaterial = 0" line; if I remove it from the SFX with text editor, everything imports; if not, import is empty.
sorry guys. the format changed a little in 2016. 2015 files load in 2016, but not the other way around.
but its totally fine to remove that ParentMaterial line with a text editor if that makes it work. maybe you can provide a separate 2015 version that way?
Hey!! this is simply great!!, it is posible to add support for displacement and tessellation?, can i achieve something like this with your shader? https://www.youtube.com/watch?v=0E7DfiXpYVY Thanks!!
ShaderFX supports tesselation and displacement maps. You can add it yourself to the shader if you're curious. You can look at the default ShaderFX material for reference, "Traditional Game Surface Shader".
As for the shading in that video it's really hard to say what's going on there without any more info. I almost get the feeling that they're using matcaps? But it could just be demonstrationally showing those lit spheres. If it's just matcaps then it's really simple to implement in ShaderFX. I've actually recorded a tutorial on just that if you're interested.
After watching another video on the shader where they are tweaking it in Maya I believe it is not matcaps. Although matcaps could be an easier interface to the same effect.
They seem to be using camera space normals as a base for the shading, and exposing lots of parameters including color swatches to build your own lighting and color variation. If you want an easier way to get a similar effect then give the matcap solution a go.
After watching another video on the shader where they are tweaking it in Maya I believe it is not matcaps. Although matcaps could be an easier interface to the same effect.
They seem to be using camera space normals as a base for the shading, and exposing lots of parameters including color swatches to build your own lighting and color variation. If you want an easier way to get a similar effect then give the matcap solution a go.
Hi. Congrulations, I like your shader much. I use maya 2016.5 extension 2 sp1. Your shader is not work with version. When I select your shader, maya give this error: Error: Error while attempting to create this effect.
I don't have Maya 2016.5 SP extensions 2 sp1 so I can't replicate/verify your case here.
Any idea if they might have changed any of the core nodes/prefab groups which are instanced from disk, ie not unique and fully stored in the shader graph export?
Replies
Let me know if anything isn't working correctly or if you have any feature requests. I've already got some ideas for more features.
This gets requested from time to time, so now I have somewhere to point people to
Nice! Please do.
I removed the line "ParentMaterial=0" and the graph seem to import correctly. Don't know why that is...
Hmm... Sounds odd. Do you get any error messages? Anything in the script editor(history part) or output window?
I tried creating a waaay simpler material in 2016, exported and imported in 2015. I get a blank shader graph.
I tried exporting the default TraditionalGameSurfaceShader from 2016, import in 2015, blank scene as well.
Not sure where to go from here. If this is the case then this is a total bummer With some luck maybe Kees can enlighten us?
the format changed a little in 2016.
2015 files load in 2016, but not the other way around.
but its totally fine to remove that ParentMaterial line with a text editor if that makes it work.
maybe you can provide a separate 2015 version that way?
I'll prove an additional download link on my site.
https://www.youtube.com/watch?v=EdathOIRV-o
rigs from iAnimate; a few filters on textures so they don't drown out the cross hatching.
Please share if you use it for any other projects. Always nice to see it in action
https://www.youtube.com/watch?v=0E7DfiXpYVY
Thanks!!
ShaderFX supports tesselation and displacement maps. You can add it yourself to the shader if you're curious. You can look at the default ShaderFX material for reference, "Traditional Game Surface Shader".
As for the shading in that video it's really hard to say what's going on there without any more info. I almost get the feeling that they're using matcaps? But it could just be demonstrationally showing those lit spheres. If it's just matcaps then it's really simple to implement in ShaderFX. I've actually recorded a tutorial on just that if you're interested.
https://www.youtube.com/watch?v=7cggN_py4-w&index=3&list=PLOKJUFwsV5SotMRNNxxmbVjlyz7R7mdoc
They seem to be using camera space normals as a base for the shading, and exposing lots of parameters including color swatches to build your own lighting and color variation. If you want an easier way to get a similar effect then give the matcap solution a go.
Hi. Congrulations, I like your shader much. I use maya 2016.5 extension 2 sp1. Your shader is not work with version. When I select your shader, maya give this error: Error: Error while attempting to create this effect.
What should I do? Thanks
To be honest I haven't touched this shader for a long time now.
Did you set your viewport to DX11?
Yes I check again, I use directx11.
I don't have Maya 2016.5 SP extensions 2 sp1 so I can't replicate/verify your case here.
Any idea if they might have changed any of the core nodes/prefab groups which are instanced from disk, ie not unique and fully stored in the shader graph export?