do we have a kind of thread for good resources on starting this kind of thing? GLSL, HLSL kind of witchcraft?
I've wanted to have a bash at it in the past and got some openGL shader editor, stuff like that, but i was honestly unsure of where to start. What's a good way to become initiated with shader programming?
Replies
HLSL Shader Creation 1: HLSL Fundamentals
HLSL Shader Creation 2: Light & Shading Models
Ben Cloward's web site is a great source of information too.
nVidia shaders IDE: FX Composer
ATI shaders IDE: RenderMonkey Toolsuite
Lumonix node based shader editor for 3ds Max: ShaderFX
Mental Images node based shader editor: Mental Mill Artist Edition
HLSL programming guide and full reference: Included into DirectX SDK downloadable from Microsoft. Unpack the .exe file and find the helps under ../DXSDK/Documentation/DirectX9/windows_graphics.chm
Maybe not quite as powerful as writing it raw (or maybe even as the UE3 material editor) but it makes it very easy to throw together quick shaders and you can easily get a grasp of what can be done (and how it can be done) with shaders.
It also has a custom code block so you can write your own pieces of code and plug them in as a node.
http://msdn.microsoft.com/en-us/library/ee418346(VS.85).aspx
Good book. $2 used! Don't let the 9 confuse it, it's still relevant with todays DX8kajillion
http://www.mentalimages.com/products/mental-mill.html
If you're a max user I think you can get your work into max with the free Artist Edition of the program.
They seemed geared towards Max. Is it possible to follow these with another package such as Maya?
For Maya also - you can read the entire text of 'The Cg Tutorial' book by Nvidia on their developer website - its a great intro and covers the basics fairly well - as well as the GPU Gems books for more advanced topics