The primary purpose of this shader demo is to display advanced shaders' performance in 3dsmax viewport and hope that those realtime techniques are put into use by more and more 3dsmax users.
Features:
- Post effect
- 3dsmax2008/2009 viewport shadow
- Subsurface scattering
- Cubemap Image based lighting
- Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc.
Q:How do I enable SSS? I can't find any references to it.
A:Make sure to turn on IBL first,below two parameters plus two textures
are responsible for SSS effect.
-Specular Highlights Strength
-Rim Specular Strength
-Specular Level
-Gloss Texture
Q:How do I enable soft shadows?
A:Sorry,this is a shadowmap's demo that exclude softshadow function.
Q:How do I enable the environment map?
A:Enable IBL which means all texture channel below IBL are all on
including enviroment map.Tweaking Specular Level and normal map
which may benefit the effect of enviroment cubemap.
Q:How do I change the IBL strength?
A:Sorry,I disable that function at this release.But you can do the same
job as IBL strenth do by controling Light1/2 Power,Light1/2 Strength,Rim
Specular Strength,Specular Highlights Strength.
Q:The creatures only receive shadows when I turn off the shadows from
the 2nd light in the shader.
A:-Light2 shadow strength
That is a senitive parameter which will dilute density of shadow.Tune
up the strenth to lower value,say,1.You will get your shadow back
with no need of shutting down the 2nd light or 2nd light's shadow.
Q:my ATI card didn't work?
A:Shaow works well at some of ati cards but I also do see the werid
problem you describe at other ati card.Luckily you still have a back up
card:)
Q:tutorials,guides,tips
A:I will consider if more ppl are in need of that help.
Feel free to ask question here or PM me if you need further assistance.I will be glad to help.Sometimes shader have to modify specifically to meet the unique model and texture's need for pursuit of better quality of realtime rendering.
I saw this last night and was extremely impressed! Thanks for releasing this to mess with. Marcus's tutorial is great as well, very nice workflow and insights in his process.
is there a way to control the glow or bloom of the post processing? i noticed its here but cant seem to find it anywhere in the material editor. thanks in advance and keep up the good work!
is there a way to control the glow or bloom of the post processing? i noticed its here but cant seem to find it anywhere in the material editor. thanks in advance and keep up the good work!
The glow/bloom effect you saw at Imrod model didn't contain in "Paragalis Shader Demo".Like I said before,shader should fit for different model and textures' need for better performance.That is the reason I didn't add it on Paragalis model.And the other reason that 3dsmax had poor support to post processing ,that is ok if you just grab a screenshot to show off your work but making animation will be different situation.
Replies
Awesome work!
EDIT: http://www.sharecg.com/v/32321/3D-Model/Paragalis_Shader_Demo(Shadowmap
thanks for sharing
its so easy to use and everything
awesome stuff man
Also shadows don't work on my ati card - 3850 ( iget a strange crosshatch moire type pattern) They show up on my nvidia 7900 though.
A:Make sure to turn on IBL first,below two parameters plus two textures
are responsible for SSS effect.
-Specular Highlights Strength
-Rim Specular Strength
-Specular Level
-Gloss Texture
Q:How do I enable soft shadows?
A:Sorry,this is a shadowmap's demo that exclude softshadow function.
Q:How do I enable the environment map?
A:Enable IBL which means all texture channel below IBL are all on
including enviroment map.Tweaking Specular Level and normal map
which may benefit the effect of enviroment cubemap.
Q:How do I change the IBL strength?
A:Sorry,I disable that function at this release.But you can do the same
job as IBL strenth do by controling Light1/2 Power,Light1/2 Strength,Rim
Specular Strength,Specular Highlights Strength.
Q:The creatures only receive shadows when I turn off the shadows from
the 2nd light in the shader.
A:-Light2 shadow strength
That is a senitive parameter which will dilute density of shadow.Tune
up the strenth to lower value,say,1.You will get your shadow back
with no need of shutting down the 2nd light or 2nd light's shadow.
Q:my ATI card didn't work?
A:Shaow works well at some of ati cards but I also do see the werid
problem you describe at other ati card.Luckily you still have a back up
card:)
Q:tutorials,guides,tips
A:I will consider if more ppl are in need of that help.
Feel free to ask question here or PM me if you need further assistance.I will be glad to help.Sometimes shader have to modify specifically to meet the unique model and texture's need for pursuit of better quality of realtime rendering.
Taken two screenshots from 3dsmax2008 viewport
The glow/bloom effect you saw at Imrod model didn't contain in "Paragalis Shader Demo".Like I said before,shader should fit for different model and textures' need for better performance.That is the reason I didn't add it on Paragalis model.And the other reason that 3dsmax had poor support to post processing ,that is ok if you just grab a screenshot to show off your work but making animation will be different situation.
too bad you publish in ASM i'd like to know what that SSS is about
Thanks dude:poly121:
You may refer to the chapters relative to skin in GPU gems books if you want to know about algorithm of SSS.Hope that helps.