Not sure there's a way to preview them inside of max, outside of using something like ShaderFX to whip up a DXshader.
You can preview them in Xnormal though, with no prob. I used them on my light sconce:
The problem with just clicking display as dx material in max is yes it does make the model self-illuminate but it doesnt alter the frame buffer at all which is what gives the 'bloomy' effect. You're going to have to use ShaderFX if you want to see this in max or you can duplicate your mesh and use the .fx shader that comes with max called Hammertime.fx This is a shader that just uses a glow texture and masks everything else out which is why you'd have to dupe your mesh.
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You're going to have to use ShaderFX if you want to see this in max or you can ... Hammertime.fx
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or you can edit the Hammertime.fx shader so that duplicating isnt needed. Not to rain on ShaderFX's parade, but it's just a nice editor for .fx files inside max. It doesnt mean its the only way to create a .fx file or such shaders in total.
Not everyone knows how to edit a raw shader script though, butcher
ShaderFX not only allows us to *easily* create the shaders, but also sets up the viewport settings as well which is nice.
no I am not downplaying it, (although my "just" seemed to have created that impression), I love the idea of node driven editors. I just wanted to point out "free" alternatives. (MentalMill is also nodebased). Granted that if you want to do shaders for 3dsmax and such without some more .fx knowledge, ShaderFX is the tool to get.
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You can preview them in Xnormal though, with no prob. I used them on my light sconce:
Just drop your illumination map into the self-illumination slot. Turn on display material as dx shader and there you go
besides rendering it in an engine, there is no way to do it within max?
Like jordan said it doesn't give the nice bloomy feel.
You're going to have to use ShaderFX if you want to see this in max or you can ... Hammertime.fx
[/ QUOTE ]
or you can edit the Hammertime.fx shader so that duplicating isnt needed. Not to rain on ShaderFX's parade, but it's just a nice editor for .fx files inside max. It doesnt mean its the only way to create a .fx file or such shaders in total.
ShaderFX not only allows us to *easily* create the shaders, but also sets up the viewport settings as well which is nice.
i also tried those fx.files, but my objects turnout gray.. something in my render settings that i overlooked?