Yes you need 3dsMax8 or up to have a stable experience.
3dsMax 6 and 7 do work somewhat with regular materials, but the directX viewport is very unstable in max6 and 7. Not much we can do about with ShaderFX.
For 3dsMax7 yo might be ok with using the standard and advanced material, but Glow and SSS will for sure not work (they use techniques that don't even exist in max7)
You'll need to make sure there is at least always 1 omni light in max7.
But to be honest, the minimum requirement is really max8.
Cool, I have been waiting for this. The only issue I had with the previous version was the lighting and it looks like you have fixed it with shader fx version 3. Looking forward to trying it out.
this is awesome, i really loved shader FX when i used max, now that i use maya i have been using mental mill to make cgfx shaders, but i have always preferred the ease of use of shaderFX. would be awesome if we could get a maya version one day. might try and see if work will get me a max license so i can play.
Awesome work, loved shader fx, havent tried any newer versions but it was always a blast figuring out what all the nodes do and how to use em to make some nice shaders.
I hope its not bad to have the hopes up for a ShaderFX integrated 3dsmax version one day in future...
@Ballo: SSS requires shader model 3, so any Nvidia card that is 6800 or higher should handle it fine. Are you having trouble with it?
We currently offer ShaderFX for free as a demo version. The demo version is limited to eight nodes - so you can use it to make shaders, just not big complicated ones. If you'd like to use ShaderFX with no node-count restrictions, it costs $250 for a license and we also offer an educational license that's available to students for $89. This is our current pricing plan.
We're working on some changes to this plan that we'll announce soon. Stay tuned!
Replies
Not sure if we're going to upgrade to this version at work, but the features are certainly nice.
Yes you need 3dsMax8 or up to have a stable experience.
3dsMax 6 and 7 do work somewhat with regular materials, but the directX viewport is very unstable in max6 and 7. Not much we can do about with ShaderFX.
For 3dsMax7 yo might be ok with using the standard and advanced material, but Glow and SSS will for sure not work (they use techniques that don't even exist in max7)
You'll need to make sure there is at least always 1 omni light in max7.
But to be honest, the minimum requirement is really max8.
Take care,
-Kees
Lumonix
We've added Maya as an export format.
So if you have a copy of Max to create shaders in ShaderFX, it should be easier to take them back into Maya.
It may sound strange to have both a copy of Max and Maya, but funny enough, we've had a few requests to support this
I hope its not bad to have the hopes up for a ShaderFX integrated 3dsmax version one day in future...
@Ballo: SSS requires shader model 3, so any Nvidia card that is 6800 or higher should handle it fine. Are you having trouble with it?
We currently offer ShaderFX for free as a demo version. The demo version is limited to eight nodes - so you can use it to make shaders, just not big complicated ones. If you'd like to use ShaderFX with no node-count restrictions, it costs $250 for a license and we also offer an educational license that's available to students for $89. This is our current pricing plan.
We're working on some changes to this plan that we'll announce soon. Stay tuned!
please see:
http://boards.polycount.net/showthread.php?p=890823#post890823
Thanks!
thank you.