Mongrelman wrote: »
Looks great, I'd like to try this, but does it need an Nvidia card to use it? I think I read somewhere you need one for cgfx shaders.
chiniara wrote: »
That's a good thing to know because i have an ATI card and really want to use this.
But at the moment i don't have any models to test.
beartraps wrote: »
kodde, you rock!
hijak wrote: »
have not checked this in a while nice updates, glad to see you got parallax working properly, and glad you caught that problem with the ambient component, i had noticed when playing around and forgot to mention, thats always something to consider when working in mental mill, which makes previewing in mental mill sorta strange if your axis are not swaped so i think the shader would benefit from a axis switch button to change from z up to y up.
Btw if you are now using the custom cgfx export option the shader will work in softimage as well as max, and in fact it works better in softimage as you get color pickers not numeric entry. Also if you where to save an xmsl from mental mill you can load it in max and not even have to link your lights.
here is my suggestion and its something that really helped streamline my cgfx shaders.
Right now all the mask have their own map which seems ideal at first but it can be sort of a pain to update each of those textures once things start getting complicated. So i think you should start storing the masks in the alpha channels of their respective maps. For example the heightmap for the parralax could be stored in the alpha of the nrm map. its just a suggestion but think it would improve workflow when using this shader. And i cant tell if you've added it yet but there is a way to link the object position so it stay relative to the cube-map and ambient map, that would further improve this shader.
And finally what does the network for the z-depth consist of. Is it a combination of the ray distance state node and a gradient? i have something similar going on in one of my terrain shaders but im curious what method you used.
great work cant wait to see more.
kodde wrote: »
Beartraps> Did it not work to load the shader at all on a Mac, or where did it go wrong?[/url]
BeatKitano wrote: »
Switch to high quality mode.