Weird, doesn't work at all for me in Maya 2013. I load the cgFX plugin, and then try to load in the "Xoliulshader_1.5_Maya.fx" file, and get this nonsense:
//EDIT:
"The error code was here until the error of my ways was pointed out to me""
Is there something else I need to do, or do the files need to be in a certain directory?
maybe this have been adressed somewhere in this thread, but i searched trough it and couldnt find an answer...
i have a problem with the alpha opacity.
trying to create some snow flowing in the air, and the snowflakes look like they should but the soft fog between them appears way to hard and jagged.
heres my alpha channel;
the fog is almost 100% black but in max viewport its so dense...
maybe im missing something but i thought that when using alpha-channel opacity you get a linear curve from 100% opacity at full black to 0% opacity at full white. right now its basically impossible for me to achive any foglike effect since the lowest i can get with my alpha mask, as close to black i can manage, still gives me a dense result.
i hope this make sense. anyone knows how to solve it?
btw i have my max viewport transparncy settings at "none". tried the other but they looks even worse
Might be gamma correction?
In any case, once you start doing particles and so, I'd recommend an engine like UDK or Unity. My shader isn't really meant for this kind of thing.
Hey man giving max 2014 a whirl and am curious if you have any plans of getting the shader to work with it? Just tried to drag the mzp into the viewport and not a thing pop`d up. Thanks
Hey man giving max 2014 a whirl and am curious if you have any plans of getting the shader to work with it? Just tried to drag the mzp into the viewport and not a thing pop`d up. Thanks
Unless Autodesk gets their act together, I don't really have any intentions to fix much. They keep breaking things related to my shader while not adding anything worthwhile, so it would be up to me to find hacky workarounds around their issues. I'd recommend to just stick with 2012.
Unless Autodesk gets their act together, I don't really have any intentions to fix much. They keep breaking things related to my shader while not adding anything worthwhile, so it would be up to me to find hacky workarounds around their issues. I'd recommend to just stick with 2012.
maybe it is just another one of those max problems, but I have a small issue (not to big, just a bit annoying when trying to look around the model).
The problem is the sorting between the magazine and the receiver (and a tiny bit on the dustcovers), but for testing I put a green plane in the middle of the magazine hole/well, to rule out some sort of z-fighting.
Z-buffer accuracy isn't high enough for your scene scale, more a Max thing than due to my shader, but here's a solution:
Right click the camera/view name (perspective probably) and pick "Viewport Clipping". This will enable a slider that sets near and far clipping planes. Just bring the two values a bit closer together and you should be good. Turning this slider off will reset the values though.
Another option is to model/rescale at a more normal scene scale. Your scene is probably too big, making you to zoom out very far and causing this problem. I always try to stick within default grid size (100x100 units?)
Looks like a great shader, but I can't even install it
It throws out this error message:
Any ideas what it might be?
Sorry, missed this. I'm not sure, don't see this error often, if ever. What Max version ? I can't promise support for 2014.
Basically it's saying it can't even read the mzp installer images properly. Read/write permissions, mzp location on disk and Admin rights might have something to do with it as well. Also maybe the file is corrupt ?
"
-I`m having problems with the latest version of XoliulShader in Max 2013. The bakes are ok, they render correctly in xNormal but Xoliul renders black seams across smoothing groups. Is there a fix for this? Or should i switch to Max 2012?
-You're better off with 2012, 2013 is pretty broken.
"
Unless Autodesk gets their act together, I don't really have any intentions to fix much. They keep breaking things related to my shader while not adding anything worthwhile, so it would be up to me to find hacky workarounds around their issues. I'd recommend to just stick with 2012.
Go back to 2012 is your only option. You're not missing anything from 2014, trust me.
I won't rule it out, Maya seems to be getting more attention from Autodesk these days.
On the other hand, I'm more inclined to go for my own viewer application (like Marmoset), but then focus on custom shader options and seamless, fast integration with Max/Maya (like 1-click to bring it into the viewer). that's two big reasons where I feel like i should differentiate from marmoset if i'd ever do this.
I feel like working inside a DCC app like max or maya is just too limited and not supported well enough by autodesk to fully achieve what i want. Then again, these days i very rarely do personal stuff as i try to stay away from the computer a bit during my spare time, so this is all just wishful thinking...
using max 2011, and for some reason every file i open that's ever used your shader now comes up telling me that the script can't be found, and subsequently the material editor is missing the material.
i've tried uninstalling, reinstalling, manually deleting files, manually dropping files into the required folder... it just doesn't seem to want to work. and now if i load a fresh max scene (haven't tried reinstalling max yet, but may do soon), the material isn't in the material editor.
HI, im currently using max 2012 and im using an environment cube map provided in the script. it used to work well, that it lights my model but now everytime i turn on the material editor, it takes away my environment lighting and my model ends up really dark. Funny thing is that when I open it, it still works but only when I open the material editor, the environment lighting on the model goes away
Figured it out. I copied the cubemaps into a different folder, into the maxroot/scripts/xoliulshaderui folder and i guess it doesnt like that. Now I'm just using the ones from the Appdata(hidden) folder instead. Thanks!
For some reason there is all kinds of crazy going on with the model that I am working on at the moment.
It seems to show all of the edges and has some lighting problems throughout the mesh.
I have tried playing around with the normal map settings, exporting the object into a new scene, creating a new material, playing with the hardware shading settings and even re-converting the model to an editable poly and nothing seems to work
The problem is to do with the normals and everything else works fine on the model.
hi I am trying to install the shader but I am getting an error. first time it was runtime error, then I run max as an administrative, but now there is a new error.so will you please let me know what I am doing wrong. thanks
MAXScript Rollout Handler Exception
-- Unknown property: "width" in undefined
OK
it's max version 2011 and it's on Dx9.It is an error on installer. Like I said first I got the runtime error,after running max on administrative I have to use run script and this is the error I get. It's kind of weird because I was trying to install the TexTools, and I got an error for that one as well. But I got a message that the temporary folder is not accessable. So I am not sure if there is anything wrong with my machine or not.
The latest version does not require admin rights anymore, I fixed that, so I'm not sure what's happening. I'd try to just reinstall it (get rid of old files first)
Hey Xoliul, could you perhaps take a look at the issue I'm having at the moment? I'm getting vastly different results in 3ds Max 2012 (see, I know! ;P) and Maya 2013, see below:
Maya:
Max:
Same smoothing groups, same UVs, same texture maps. What could the problem be?
Hi folks.
in 3ds max 2011 when I set the transparancy to 'none' and the viewport to smooth+highlights+edged faces+hardware I can't see the wireframes anymore.
They show up fine with simple or best transparency though, only transparency doesnt work right then.
Wasp: either flip your normalmap channels (try green), or make sure no invalid tangent data has come along from Maya.
Xolo: that's not really related to my shader, Autodesk just has some weird problems with that stuff. In general I think it shouldn't be much of a problem, because once you get to the shader presentation stage you don't need to use the wireframe much and vice versa. At least I never actively modeled with my shader applied.
Cheers for the reply Xoliul, I'll stick to simple for the moments that I need wires then.
I like to see wires when placing alpha cards and my models tend to be nearly done when I am doing that so for me it sometimes makes sense to use presentation quality while building, hence the question.
Hey Wiki!
Sorry but i tried it out because i´m really new to max and i have troubles to apply a normal map in 3dsmax.
That´s the reason why i tried xoliul
When i click on Normal Bump, no Window opens where i can select a normal.
Only under "Bitmap"
But that seams to be wrong
No. I don't support my shader anymore. It will work decently up to 2012, after that it's all broken and I won't fix it anymore (Autodesk needs to fix their programs instead).
Also you should just learn PBR texturing instead. Get Marmoset, it looks like it's pretty well suited for that.
BTW with that said, this thread can actually be closed. There's no point in bringing it up anymore just for me to say the same thing over and over.
Hi..I installed the shader...But when I load an fx file (eg: 1.3 noshaders) I always get an error that says: " Error Loading File "
and I also get a lot of problems about this shader...a lot of "Unknown Property script errors"
I've already looked the entire thread here but the same solutions with the same problems...
Replies
Weird, doesn't work at all for me in Maya 2013. I load the cgFX plugin, and then try to load in the "Xoliulshader_1.5_Maya.fx" file, and get this nonsense:
//EDIT:
"The error code was here until the error of my ways was pointed out to me""
Is there something else I need to do, or do the files need to be in a certain directory?
I had no idea there was a CGFX version, or an HLSL one; I just saw .FX and assumed it was Cgfx.
Loaded it in as HLSL, and voila!
Thanks so much. Glad to finally have this working.
i have a problem with the alpha opacity.
trying to create some snow flowing in the air, and the snowflakes look like they should but the soft fog between them appears way to hard and jagged.
heres my alpha channel;
the fog is almost 100% black but in max viewport its so dense...
maybe im missing something but i thought that when using alpha-channel opacity you get a linear curve from 100% opacity at full black to 0% opacity at full white. right now its basically impossible for me to achive any foglike effect since the lowest i can get with my alpha mask, as close to black i can manage, still gives me a dense result.
i hope this make sense. anyone knows how to solve it?
btw i have my max viewport transparncy settings at "none". tried the other but they looks even worse
In any case, once you start doing particles and so, I'd recommend an engine like UDK or Unity. My shader isn't really meant for this kind of thing.
I see in the preview that is loaded but it don't show nothing in the view port & render. Glad if u can help me! See you...
Unless Autodesk gets their act together, I don't really have any intentions to fix much. They keep breaking things related to my shader while not adding anything worthwhile, so it would be up to me to find hacky workarounds around their issues. I'd recommend to just stick with 2012.
Wow I was sure that I make that step, but maybe I didnt save changes... thx great plug-in
Appreciate it man, 2012 it is
It throws out this error message:
Any ideas what it might be?
The problem is the sorting between the magazine and the receiver (and a tiny bit on the dustcovers), but for testing I put a green plane in the middle of the magazine hole/well, to rule out some sort of z-fighting.
Right click the camera/view name (perspective probably) and pick "Viewport Clipping". This will enable a slider that sets near and far clipping planes. Just bring the two values a bit closer together and you should be good. Turning this slider off will reset the values though.
Another option is to model/rescale at a more normal scene scale. Your scene is probably too big, making you to zoom out very far and causing this problem. I always try to stick within default grid size (100x100 units?)
Sorry, missed this. I'm not sure, don't see this error often, if ever. What Max version ? I can't promise support for 2014.
Basically it's saying it can't even read the mzp installer images properly. Read/write permissions, mzp location on disk and Admin rights might have something to do with it as well. Also maybe the file is corrupt ?
If all else fails, you can try a manual install.
-I`m having problems with the latest version of XoliulShader in Max 2013. The bakes are ok, they render correctly in xNormal but Xoliul renders black seams across smoothing groups. Is there a fix for this? Or should i switch to Max 2012?
-You're better off with 2012, 2013 is pretty broken.
"
Can you help me???
It's linked from the main page, hopefuly this clears things up a bit.
On the other hand, I'm more inclined to go for my own viewer application (like Marmoset), but then focus on custom shader options and seamless, fast integration with Max/Maya (like 1-click to bring it into the viewer). that's two big reasons where I feel like i should differentiate from marmoset if i'd ever do this.
I feel like working inside a DCC app like max or maya is just too limited and not supported well enough by autodesk to fully achieve what i want. Then again, these days i very rarely do personal stuff as i try to stay away from the computer a bit during my spare time, so this is all just wishful thinking...
using max 2011, and for some reason every file i open that's ever used your shader now comes up telling me that the script can't be found, and subsequently the material editor is missing the material.
i've tried uninstalling, reinstalling, manually deleting files, manually dropping files into the required folder... it just doesn't seem to want to work. and now if i load a fresh max scene (haven't tried reinstalling max yet, but may do soon), the material isn't in the material editor.
it's all just so weird!
http://www.polycount.com/forum/showthread.php?p=1861871#post1861871
For some reason there is all kinds of crazy going on with the model that I am working on at the moment.
It seems to show all of the edges and has some lighting problems throughout the mesh.
I have tried playing around with the normal map settings, exporting the object into a new scene, creating a new material, playing with the hardware shading settings and even re-converting the model to an editable poly and nothing seems to work
The problem is to do with the normals and everything else works fine on the model.
Thanks
I wish Autodesk would stop messing things up and breaking your shader
Thanks
MAXScript Rollout Handler Exception
-- Unknown property: "width" in undefined
OK
For whatever reason, I can't get the maps to showup properly on the model.
As you see, the diffuse specifically, keeps showing up as a black map - I can't seem to figure out why, and why its lookin' all funky,
I'm running Max 2012, Nitrous is disabled and using D3D9.
Much thanks for any ideas/advice!
Maya:
Max:
Same smoothing groups, same UVs, same texture maps. What could the problem be?
in 3ds max 2011 when I set the transparancy to 'none' and the viewport to smooth+highlights+edged faces+hardware I can't see the wireframes anymore.
They show up fine with simple or best transparency though, only transparency doesnt work right then.
Would anyone know how to fix that?
Xolo: that's not really related to my shader, Autodesk just has some weird problems with that stuff. In general I think it shouldn't be much of a problem, because once you get to the shader presentation stage you don't need to use the wireframe much and vice versa. At least I never actively modeled with my shader applied.
I like to see wires when placing alpha cards and my models tend to be nearly done when I am doing that so for me it sometimes makes sense to use presentation quality while building, hence the question.
I just checked out your Shader and i have some Questions to it:
1. Is it fully compatible to Max 2014?
Because in the Viewport preferences it only works well with this one:
With the Nitrous its coming to some Error Messages.
The next thing is that the applied normal looks funny in xoliul:
In Toolbag it looks so:
Is the Xoliul Shader not more in use?
Please help Q_Q
Edit: Solved, Didn´t import the LowPoly with Smoothing Groups... -.-"
Sorry but i tried it out because i´m really new to max and i have troubles to apply a normal map in 3dsmax.
That´s the reason why i tried xoliul
When i click on Normal Bump, no Window opens where i can select a normal.
Only under "Bitmap"
But that seams to be wrong
Gazu
Also you should just learn PBR texturing instead. Get Marmoset, it looks like it's pretty well suited for that.
BTW with that said, this thread can actually be closed. There's no point in bringing it up anymore just for me to say the same thing over and over.
Sorry for pumpin up this thread!
Dont hate me for that Q_Q xD
Oh no problem, that wasn't meant to sound angry at you at all, sorry for that.
and I also get a lot of problems about this shader...a lot of "Unknown Property script errors"
I've already looked the entire thread here but the same solutions with the same problems...