Well done, arrangemonk, you just got yourself an infraction! Let's try to keep things constructive and civil in here, thanks.
GCMP: Hmm, while it's good that you're sharing this and encouraging others to do the same, I don't think these materials are all that good. IMHO neither of them look like the material you're intending them to be.
The ice is too grey and the grey line-y pattern doesn't really make any sense. Needs more blue, some translucency and some sort of better reflection.
The gold looks more like fake brushed metal, it needs more reflection too and maybe less obvious anisotropic shading (that makes it look brushed, which is fairly rare for gold?).
Did you use any reference images when creating these? They don't look much like any ice or gold that I've ever seen. You should try and make this stuff look like real materials rather than just making it up and going with whatever you think looks good in your mind.
I made a thread like this a while ago, which died very fast. lol.
"This will blend 2 textures (channel 1) using a third black and white blend map (channel 3). There are options for tiling blend A and blend B, as well as their spec value. Currently, I have the specular value of those maps coming from their alpha channel. This is a terrain only kind of shader, so no transparency support"
butt_sahib, I'm not too keen on procedurals either but maybe with bigger environments to play with they might save some headaches. Cheers man
MoP, I was having problems deciding what colours should be present due to reference showing these surfaces taking on the colour of the environment through reflection/transmittance. Agree on the gold having less or no anisotropy and more reflection, also the ice, will work on blending those dodgy streaks a bit better
Vassago, hey man, cool stuff! You definately went many steps further than me, you had to code all that right? It's something I would love to learn about if it will help in general with becoming a better artist. Thanks for sharing your shader!
The two I posted are not realtime shaders, my programming skills are practically 0% so atm there's no way for me to create them.. but any shaders are cool, it would be nice to see what you guys use and or find useful so we can swap and learn.
cmon dude, shaderfx is nodebasex, just screw around with the nodes until a descent result comes out, everyone could do that
you dont even have to understand linear algebra (if youre not using the custim code node) http://www.lumonix.biz/shaderfx.html
download, install, just do it !
Good stuff Vassago, can never have too many FX shaders
GCMP you should seriously give shaderfx a try. It will give you a better understanding of how shaders work. I think you can check the code too (like you can in UDK) which will help you learn to program shaders.
cmon dude, shaderfx is nodebasex, just screw around with the nodes until a descent result comes out, everyone could do that
you dont even have to understand linear algebra (if youre not using the custim code node) http://www.lumonix.biz/shaderfx.html
download, install, just do it !
Replies
Your shaders? NAICE
i never ever share my crap out of the toilet, and it would be the same, literaly. i mean it!
GCMP: Hmm, while it's good that you're sharing this and encouraging others to do the same, I don't think these materials are all that good. IMHO neither of them look like the material you're intending them to be.
The ice is too grey and the grey line-y pattern doesn't really make any sense. Needs more blue, some translucency and some sort of better reflection.
The gold looks more like fake brushed metal, it needs more reflection too and maybe less obvious anisotropic shading (that makes it look brushed, which is fairly rare for gold?).
Did you use any reference images when creating these? They don't look much like any ice or gold that I've ever seen. You should try and make this stuff look like real materials rather than just making it up and going with whatever you think looks good in your mind.
"This will blend 2 textures (channel 1) using a third black and white blend map (channel 3). There are options for tiling blend A and blend B, as well as their spec value. Currently, I have the specular value of those maps coming from their alpha channel. This is a terrain only kind of shader, so no transparency support"
http://www.ivassago.com/pcount/shaders/Terrain_Blend1_noalpha.fx
MoP, I was having problems deciding what colours should be present due to reference showing these surfaces taking on the colour of the environment through reflection/transmittance. Agree on the gold having less or no anisotropy and more reflection, also the ice, will work on blending those dodgy streaks a bit better
Vassago, hey man, cool stuff! You definately went many steps further than me, you had to code all that right? It's something I would love to learn about if it will help in general with becoming a better artist. Thanks for sharing your shader!
i mean is this tread for offline shaders or viewport shaders (since my offline shaders ... you know)
and since shaderfx is free, viewport shaders are much easyer to acomplish than offline shaders i guess
you dont even have to understand linear algebra (if youre not using the custim code node)
http://www.lumonix.biz/shaderfx.html
download, install, just do it !
Max shaders, I dont think their was ever a time were I had actualy used them besides the basic set up of renedering this or that.
GCMP you should seriously give shaderfx a try. It will give you a better understanding of how shaders work. I think you can check the code too (like you can in UDK) which will help you learn to program shaders.
how is shaderfx free?
Beside the buy button at the bottom "Free for Individuals and companies smaller than 2 people"
Edit: Beaten by DarthNater! onionhead_o... you know, you could just read the page...