So in max, if you have ticked "dx display of standard material" you can save out the shader as an FX file. It's simple, but not sure how many people have/do this. The display is much faster using an fx file than a dx display of standard material. So here is my shader I use for metallic objects.
3 lights
diffuse
normal
specular color
specular level
self illumination (respects the rgb of the illumination map)
reflection mask
environment map (doesn't have to be cubic, any image will work)
opacity
http://www.poopinmymouth.com/net/pcount/poopinmymouth_uber_shader.fx (right click to download, otherwise it might view as a txt file)
*edit* picture added by request of SEKneox
So if anyone has self made fx shaders, I figure this is a good thread to share em.
Replies
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html
few own:
http://www.luxinia.de/index.php/ArtTools/3dsmaxFX
There's a whole bunch of stuff... two skin shaders, metallic/armour, eyes, hair, offset, 24 and 8 bit specular map w/ bump, velvet, vertex-RGBA texture blend (spec/diffuse/normal), and I'll probably end up writing a refraction/glass shader soon too, and I'm sure I'm forgetting some.
The problem is that most of them (especially the skin shaders and eye shader) use pretty specific pipeline textures... the skin texture, for example, only uses a 'traditional' diffuse, bump, and spec level map, the rest are various shader-specific maps (ambient occlusion, SSS, micro-normals, etc). But even if they are of little use to artists I'm sure some people will get some cool things from them for their own shaders and ideas.
I think most people are aware of the shaders that I've written (since they've been there for awhile) - but here's the link anyway:
http://www.bencloward.com/resources_shaders.shtml
And of course there's ShaderFX which allows you to create pretty much any shader you want using a simple node-based interface (no coding required) right inside Max. Here's a link to that:
http://www.lumonix.net/shaderfx.html
We're planning to release a new version in the next couple of weeks that has lots of cool new features - Perlin Noise, Relief Mapping, Refraction, Sub-surface Scattering, etc.
I don't get this issue when I use Ben Cloward's FX files...
Yeah you have to have all maps applied before it will show up. (especially opacity map) I tried adding a glossiness map, but it didn't seem to respect it in the viewport, only the render. I'll try again. Glad you guys like it.
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Are gloss maps even supported in the view port? I heard max doesn't support it? shrugs.
Just as an example of how powerful shaders are in the Max viewport, here's a screen shot of a fire shader I created with the new Perlin Noise node in ShaderFX.
There are no textures applied here at all - it's all a procedurally generated 3d volume of noise created by the shader. It works a lot like the 3d noise map in Max's software renderer, except it runs in real-time in the viewport. It also animates like fire does. That's hard to show in a screen shot so here's a sample Max file together with the shader that you can play around with: ShaderFX Perlin Fire
To run the sample file, you'll need a graphics card that supports shader model 3 as well as 3ds Max 8 or higher.
This is one example of the new features that will be available in ShaderFX 1.5 when we release it in a couple of weeks.
lol
why does every cartony plataform game has a lava level?
lol
edit: why does my teapot looks 1/4 good?
Anyone else seeing that problem?
I get the problem in max 8 and 9? Strange
I have one question:
I want to do something like a cornea shader. So I need low opacity but high spec/glossiness. I made a standard material with a reflection map and pushed the glossiness and specular values. When I render that it looks fine - I have the low opacity but high glossiness or specular.
But if I make an fx-file out of that, the specular highlights get counted into the low opacity!
Is there some way to get around this?
Thx guys
for him, might serve your needs, too.
Thx again
Miguelito, did you see the eyeball shader that I posted on CgTalk here?:
http://forums.cgsociety.org/showpost.php?p=2415390&postcount=21
Not sure if that's exactly what you're looking for, but it might help.
So - anyone else have cool FX files they'd like to share?