AFAIK you don't need deferred rendering to get a decent preview while you're editing an asset. It only really matters for scenes with a ton of lights. And you shouldn't be setting up lighting in Max.
If you're editing to PBR standards, your model will look good in any lighting.
AFAIK you don't need deferred rendering to get a decent preview while you're editing an asset. It only really matters for scenes with a ton of lights. And you shouldn't be setting up lighting in Max.
If you're editing to PBR standards, your model will look good in any lighting.
If you should not be setting up lighting in max, then what should you even be using? This is for a custom propriety engine that does not use unity/unreal engine at all. The shaders are specifically based around deferred shading for this engine
Without an editor how do you set up your levels, including level geo, physics, triggers, etc.?
I am not using an engine that I created. I am using an engine from a game, so therefore I do not have access to these tools. I would like to make tools (such as in 3ds max) to then be able to pipeline my own levels into the game. If I can get a deferred rendering system in 3ds max, then I can simulate what my levels are going to look like without having to add my assets and launch the game each and every time. I assumed this is a standard practice in the industry (setting up a synced engine in 3ds max).
It is not usual to use a DCC as the level editor, because you always run into problems. The fundamental design goals between a DCC and a game editor are very different.
DCCs are used for creating assets. You can simulate some of the game lighting with an IBL, but it's only "good enough" not a 1:1 match.
Yea, I've seen that. unfornately you cannot use renderdoc as easy as it used to be with gta 5 since you cannot directly attach to gta 5 anymore.. but yes I am familiar with the graphics study and how the direct shader pipeline works for gta and I would like to integrate that into 3ds max myself
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If you're editing to PBR standards, your model will look good in any lighting.
It is not usual to use a DCC as the level editor, because you always run into problems. The fundamental design goals between a DCC and a game editor are very different.
DCCs are used for creating assets. You can simulate some of the game lighting with an IBL, but it's only "good enough" not a 1:1 match.
Have you seen this though?
https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/
There used to be a utility for loading directx scene fx files, maybe this might help you.
You could also look into OSL, though it might be too inefficient, slow.