I research a long long time for some special shader effects like Street Fighter IV, Ookami, etc... Does anyone know where can I get some special shader like these games or some shader collection site suggested? I really appreciated for it...=)
Most shaders for games are engine specific and not really ported over to 3D apps. Even if they are they normally don't get a public release. If you're lucky you might be able to find someone who put in the trouble and recreated it, but that's kind of a long shot.
If you're working with a specific engine you might have a better time finding specific shaders but they aren't always universally used in the same way in everything. Shaders is kind of a broad term.
Your best bet is to grab a copy of ShaderFX which allows you to build your own shaders without much technical know how. For the most part you do a little research a little trial and error and you cook something up that works.
Outside of DIY, you're kind of stuck digging them up where you can find them.
Also, try posting a screenshot of an effect you would like to reproduce. It's likely someone here could point you in the right direction, there are quite a few shader-savvy people here.
Also, try posting a screenshot of an effect you would like to reproduce. It's likely someone here could point you in the right direction, there are quite a few shader-savvy people here.
Alright then, here are my example from Street Fighter IV and Ookami...
I hope I can have this effect on some of my portfolios...
Hope someone can help, thanks... appreciated...
It really depends if you want to do the effect in real time, in an engine or if you just want the effect in a few renders.
Realtime rendering:
Remi/Seforin had some interesting discussions going a while back about this. Notice that a tutorial written by Neox also gets posted too, some great info in there also.
For the most part if you're using UDK or ShaderFX you end up using pretty much the same methods, ramps and maps.
You can also hunt around for the TF2 3dsmax shader, I think Rollin made it? He used shaderFX but it would be a good place to start too.
Offline rendering:
In Max its called "ink and paint". It's really straight forward and gives "good-ish" results.
Alternatively you can use Mental Ray's Contour maps in 3dsmax and in Maya to get some great toon like shaders going the web is full of "Mental Ray Contour" tutorials
Wow~ Looks Cool~! Actually I had try 3Point Shader before~ It seems like amazing~
But I don't know how to use it~ I downloaded the file and drag to 3ds Max viewport~
But nothing happen~ I wonder why~ =_=||
But I discover that if this shader no alpha channel included?
So, I hope that if this shader is written by someone in here~
Please update the alpha channel checkbox function~
So that I can use alpha channel in this shader~ Thanks~
Replies
If you're working with a specific engine you might have a better time finding specific shaders but they aren't always universally used in the same way in everything. Shaders is kind of a broad term.
Your best bet is to grab a copy of ShaderFX which allows you to build your own shaders without much technical know how. For the most part you do a little research a little trial and error and you cook something up that works.
Outside of DIY, you're kind of stuck digging them up where you can find them.
For example...
looking for methods to create distortion effect in 3dmax
Alright then, here are my example from Street Fighter IV and Ookami...
I hope I can have this effect on some of my portfolios...
Hope someone can help, thanks... appreciated...
Realtime rendering:
Remi/Seforin had some interesting discussions going a while back about this. Notice that a tutorial written by Neox also gets posted too, some great info in there also.
http://www.polycount.com/forum/showthread.php?t=63154
http://www.polycount.com/forum/showthread.php?t=56883
For the most part if you're using UDK or ShaderFX you end up using pretty much the same methods, ramps and maps.
You can also hunt around for the TF2 3dsmax shader, I think Rollin made it? He used shaderFX but it would be a good place to start too.
Offline rendering:
In Max its called "ink and paint". It's really straight forward and gives "good-ish" results.
Alternatively you can use Mental Ray's Contour maps in 3dsmax and in Maya to get some great toon like shaders going the web is full of "Mental Ray Contour" tutorials
http://wiki.polycount.com/CategoryShaders
It seems that I got a new big research job now...
But I don't know how to use it~ I downloaded the file and drag to 3ds Max viewport~
But nothing happen~ I wonder why~ =_=||
Btw~ I found out that this shader works well to me~
>> Toon / Comic 3ds Max Realtime Shader <<
But I discover that if this shader no alpha channel included?
So, I hope that if this shader is written by someone in here~
Please update the alpha channel checkbox function~
So that I can use alpha channel in this shader~ Thanks~