Maya doesn't cut it in this area. Have you had to download lots of standalone shader tools just to keep up? Or have you moved on to other packages?
I use Maya 4.5 and it's still good in other areas, (modeling, setup, unwrapping, ANIMATION, export to engines) but not in shaders. Has my software of choice become obsolete??
Replies
But anyway, I'm not sure what you're driving at. What specifically are you referring to? Being able to display various shaders in realtime in the viewport? Most studios I would think use their own standalone tools for shader generation for whatever game engine they're using.
But anyway, I'm not sure what you're driving at. What specifically are you referring to? Being able to display various shaders in realtime in the viewport?
[/ QUOTE ]
Not necessarily in Maya's viewport, but I need a way to view my texture maps working in conjunction while I author them without having to export to the game engine every time.
I don't work in PC/console games so I don't have access to any proprietary software for this kind of work.
I'm looking at Nvidia's Cg tools, but it's a lot of bulk I'd have to add to my base install of Maya. Other tools I've tried (Crytek Polybump, ATI Normal Mapper, Melody) only allow you to view normal maps.
You're using Maya to create cell phone games then? I don't get it.
In any case, no current 3d app has "great" shader support. 3dsmax7 can view DirectX shaders in real time, in the viewport. This includes normal maps, and anything else you throw at it. Nvidia's CG tools are also quite good, if not bulky.
Only thing that's missing from RenderMonkey is animated previews.
FX Composer takes a tad longer to get the hang of, it's a bit more involved, but worth the effort. I have to mix and match snippets of code to get the shaders I want... RenderMonkey has commonly used texture passes (color, normal, specular, etc.) as presets..