UAC had to be 100% off for it to install. 3DS Max would not allow ANYTHING to be drag and dropped onto it(scripts/files/textures). It also didn't allow screenshots to be taken with Gadwin PrintScreen (Max could not be the focused app).
Even with Admin privs over the folder, it still did that till UAC was killed.
Yeah UAC is absolutely terrible. Last time I tried, I couldn't even test things with UAC on: you can't even save maxscript files if it is enabled! Coupled with the fact that you have to a full reboot to toggle UAC, it's pretty annoying to even try and code with it on...
Hi,
Is it possible to bake the previeuw of the shader into a complete map for a psp mesh? *shrug* (was trying with a RTT but it renders a standard gray material)
I know that the shader isn't really made to be rebdered out but it would be awesome to get all there details and stuff in a simple diffuse map.
That's just completely impossible, sorry. You have to realize that 70% or more of the stuff that makes the shader look good is view-based (changes with camera angle), meaning you just can't bake it down to a texture...
That's just completely impossible, sorry. You have to realize that 70% or more of the stuff that makes the shader look good is view-based (changes with camera angle), meaning you just can't bake it down to a texture...
Thanks for the quick answer. And yes, I know that a big part depends on the camera angle (like cubemaps, fresnel and stuff) I guess I gonna have to play with the mr materials...
But however if at any time you decide to make the basic maps information (like the diffuse/spec/normal) viewable in the renderer for this kind of purpause it would be great for me! Redoing all the set up for every material is painful sometimes.
Anyway, thanks a lot for the shader, it's a masterpiece!
Thing is you really shouldn't need the renderer anymore? There are good scripts that capture high-res anti aliased images without much hassle. It's been years since I've used Mental Ray or Vray for displaying any game art.
On top of that, portfolio-wise I actually think displaying finished pieces with a shader/realtime app is better than doing renderings. MR/Vray rendering has little relevance for a job in the game industry...
Yeah UAC is absolutely terrible. Last time I tried, I couldn't even test things with UAC on: you can't even save maxscript files if it is enabled! Coupled with the fact that you have to a full reboot to toggle UAC, it's pretty annoying to even try and code with it on...
If you run max as administrator you can save to system folders. downside is that you lose drag and drop when apps run as admin
Hey man, ran into a bit of a problem here not quite sure what to do.. any insight would be a huge help!
Whenever I save out a TGA from photoshop, max2012 crashes. It only happens if I've got xoliul 2.0 applied. BTW ive tried bmp, tiff, png and tga nothing seems to make any difference as far as thats concerned.
I have my Miku model using 3 xoliul shaders, one for hair, one for skin, one for clothes.
Map size is 2048, and im using diffuse, spec and normal with a 512 ramp in the gradient slot which i intend to shrink down once i get everything sorted the way I want.
Ive tried uninstalling and reinstalling the shader ( manually and automatically ) and also starting with a fresh obj, and remaking the materials to apply. Still the same result. Instant crash when I save out a tga.
Never had this problem before, but it is the first time im using 2.0 on this new machine with windows 7 64bit and max 2012.
Uhm, that sounds more like a Max core thing than my shader, though I'm not sure. Might have to do with the Thumbnails.
Does it do this for the non UI version ?
I tried quite a few things to determine what the cause was, basically started to rebuild a fresh the scene with new shaders and everything so far is fine, adding one map at a time. Frustrating when this happens, because I couldnt find out what the issue was, though maybe the file was corrupted.
So I've been working in 2013 and noticed that my normals dont display correctly, just using default settings. My normal map also looks bright blue in the xoliul shader slot. Help Hank ?!?!?!?
Hey guys, recently i have been using the xoliul shader. I reopened the same file this morning and the shader looks really dark on my model?? any reason why this has happened?
Hey, so I'm having problems with the Xoliul shader (the latest from 09/10/2011) and normal maps baked in Max2013. I'm getting that good ol' normal map seam where you get the seam in the viewport, but it's not there when you render. I think it's that tangent basis issue. I don't recall having this issue with normal maps baked in Max 2011 and Xoliul.
Did something change in 2013? Any workaround for this (other than to bake in an older Max)?
Edit:
Looks like I can get it to look right using Nitrous (without Xoliul of course), so I guess their tangent-basis fix is only for that mode. DirectX mode has the errors with Xoliul or a standard mat with hardware preview on.
bcottage: maybe missing file/incorrect setting/gamma ?
cdavidson: you'll have to redownloadf the installer, and open that with winrar (it's just a renamed rar file).
BigJohn: you could try the Qualified normals. 3 Point's modifier sometimes also works with my shader (don't ask me how lol, it's just random).
On another note: I have to cancel the website hosting. They're asking me a $122 to renew while I paid 40 for my first year, and I can't afford that. Perfectly normal according to JustHost.
I'm not sure what I'll do, but probably temporarily move back the site to my personal space (different, cheaper host). Then try and get the domain back or something. It sucks that One.com (my other host) doesn't allow multiple domains...
Why not take it to a nice, revamped, site-ish Blog, and upload the files on a Free-Host/Uploader like MediaFire and just direct link it? Unless I'm missing something about the X2 site, it looks like your can recreate for free on other places, or is there a reason you want to keep it user-host based?
BigJohn: you could try the Qualified normals. 3 Point's modifier sometimes also works with my shader (don't ask me how lol, it's just random).
Qualified normals don't seem to do anything. And I can't get the 3point stuff installed on 2013, it gives an error during installation. The latest they have is for 2012.
I'm curious though, are you seeing the behavior I'm describing in 2013 as well? Or is it just me?
alright, I have no idea what's going on here. At first, my texture was showing up way to dark, so I changed the gamma settings to get it back to its normal brightness, but these wierd artifacts show up in the diffuse texture only. Any ideas?
bcottage: maybe missing file/incorrect setting/gamma ?
cdavidson: you'll have to redownloadf the installer, and open that with winrar (it's just a renamed rar file).
BigJohn: you could try the Qualified normals. 3 Point's modifier sometimes also works with my shader (don't ask me how lol, it's just random).
On another note: I have to cancel the website hosting. They're asking me a $122 to renew while I paid 40 for my first year, and I can't afford that. Perfectly normal according to JustHost.
I'm not sure what I'll do, but probably temporarily move back the site to my personal space (different, cheaper host). Then try and get the domain back or something. It sucks that One.com (my other host) doesn't allow multiple domains...
sounds like a scam...
i'm using http://unlimitedwebhosting.co.uk/ for my site, it's amazingly cheap, completely unlimited bandwith + space, and to renew my domain all i have to do is just keep my monthly payment going, they renew it automatically for ~£10 at the end of the year.
I've been using Bluehost as well for years. They're really open about things, and they'll work with you if you have any special needs for your site. So +1 from me for Bluehost.
Just wondering is there any way to get ao map slot in differently using UV channel 2 instead of multiply to the diffuse in photoshop? example case would be modelling a large building which utilise UV tiling for concrete/ wood/etc texture to get the best possible texture resolution rather then make each UV island not overlap in order to get the ao right?
I understand it wouldn't be a problem for a character model, since most part is unique and got no problem multiplying ao to the diffuse texture.
first off, big thanks Xoliul for making the awesome shader! Its very cool with the support for shadows and all! Going to make my art look so much better!
Have on problem though, with the opacity. Im making an eye for my character and I want it to look all realistic like, so I have one sphere with one side bent inwards (should act like the iris) and then a completely transparent bowl on top of that ( to act like the cornea) that should catch a specular highlight but nothing else. ive done this before and it makes the eyes looks so much more alive than just a regular sphere.
but for some reason I get this dark artifact on the transparent corna.
its only in some scenes, cuz i made this once before on another character in another scene and it worked fine. so then I imported my malfunctioning eye into that scene and now it works! so weird. heres a pic
I checked, and doubled checked the settings in the xoliulshader tab but it is the same in both scenes.
any help would be much appriciated!
also if I make a new scene, and import the eye there, it still lookes like in scene B....
Just wondering is there any way to get ao map slot in differently using UV channel 2 instead of multiply to the diffuse in photoshop? example case would be modelling a large building which utilise UV tiling for concrete/ wood/etc texture to get the best possible texture resolution rather then make each UV island not overlap in order to get the ao right?
I understand it wouldn't be a problem for a character model, since most part is unique and got no problem multiplying ao to the diffuse texture.
I had to cut that, I'm sorry... You can use a legacy version if you really want that, but generally i advise against doing full scenes with my shader. UDK or Cryengine are just much better for it...
Stickadtroja:
Wow that's kinda puzzling.. I've had scenes that go "bad" where some mystery setting is screwed, but a new one fixes that every time. Can you just triple check the global scene settings, mostly the "transparency quality" ? Setting it to "none" is mostly better.
While we're at it, I'm running into another problem with the shader. At work whenever I make a material into the Xoliul material, it shoots an error at line 2362. The line reads:
filePath_Diffuse = (delegate.diffuseMap as string)
The error makes sense. It says:
-- Runtime error: Error opening bitmap: C:\Program Files\Autodesk\3ds Max 2013\scripts\XoliulShaderUI\images\NoImage.png
It makes sense, cause at work they have this system that pushes new versions of 3dsmax automatically, and so my 3dsmax install is at C:\3dsMax2013x64
I'm guessing the shader is looking for that image in a predetermined spot.
Replies
UAC had to be 100% off for it to install. 3DS Max would not allow ANYTHING to be drag and dropped onto it(scripts/files/textures). It also didn't allow screenshots to be taken with Gadwin PrintScreen (Max could not be the focused app).
Even with Admin privs over the folder, it still did that till UAC was killed.
Is it possible to bake the previeuw of the shader into a complete map for a psp mesh? *shrug* (was trying with a RTT but it renders a standard gray material)
I know that the shader isn't really made to be rebdered out but it would be awesome to get all there details and stuff in a simple diffuse map.
Thanks for the quick answer. And yes, I know that a big part depends on the camera angle (like cubemaps, fresnel and stuff) I guess I gonna have to play with the mr materials...
But however if at any time you decide to make the basic maps information (like the diffuse/spec/normal) viewable in the renderer for this kind of purpause it would be great for me! Redoing all the set up for every material is painful sometimes.
Anyway, thanks a lot for the shader, it's a masterpiece!
On top of that, portfolio-wise I actually think displaying finished pieces with a shader/realtime app is better than doing renderings. MR/Vray rendering has little relevance for a job in the game industry...
If you run max as administrator you can save to system folders. downside is that you lose drag and drop when apps run as admin
Whenever I save out a TGA from photoshop, max2012 crashes. It only happens if I've got xoliul 2.0 applied. BTW ive tried bmp, tiff, png and tga nothing seems to make any difference as far as thats concerned.
I have my Miku model using 3 xoliul shaders, one for hair, one for skin, one for clothes.
Map size is 2048, and im using diffuse, spec and normal with a 512 ramp in the gradient slot which i intend to shrink down once i get everything sorted the way I want.
Ive tried uninstalling and reinstalling the shader ( manually and automatically ) and also starting with a fresh obj, and remaking the materials to apply. Still the same result. Instant crash when I save out a tga.
Never had this problem before, but it is the first time im using 2.0 on this new machine with windows 7 64bit and max 2012.
Does it do this for the non UI version ?
Just downloaded your shader. My god dude..i love you
It was the same crash, with or without the UI.
codyaq2: Yup, running max in admin mode.
i somehow managed to delete the team fortress 2 one lol
Did something change in 2013? Any workaround for this (other than to bake in an older Max)?
Edit:
Looks like I can get it to look right using Nitrous (without Xoliul of course), so I guess their tangent-basis fix is only for that mode. DirectX mode has the errors with Xoliul or a standard mat with hardware preview on.
cdavidson: you'll have to redownloadf the installer, and open that with winrar (it's just a renamed rar file).
BigJohn: you could try the Qualified normals. 3 Point's modifier sometimes also works with my shader (don't ask me how lol, it's just random).
On another note: I have to cancel the website hosting. They're asking me a $122 to renew while I paid 40 for my first year, and I can't afford that. Perfectly normal according to JustHost.
I'm not sure what I'll do, but probably temporarily move back the site to my personal space (different, cheaper host). Then try and get the domain back or something. It sucks that One.com (my other host) doesn't allow multiple domains...
Qualified normals don't seem to do anything. And I can't get the 3point stuff installed on 2013, it gives an error during installation. The latest they have is for 2012.
I'm curious though, are you seeing the behavior I'm describing in 2013 as well? Or is it just me?
HOEEEEEEE! ThunderMax!
sounds like a scam...
i'm using http://unlimitedwebhosting.co.uk/ for my site, it's amazingly cheap, completely unlimited bandwith + space, and to renew my domain all i have to do is just keep my monthly payment going, they renew it automatically for ~£10 at the end of the year.
I really don't like doing all this hosting crap: it's so annoying to try and find a good one.
I understand it wouldn't be a problem for a character model, since most part is unique and got no problem multiplying ao to the diffuse texture.
first off, big thanks Xoliul for making the awesome shader! Its very cool with the support for shadows and all! Going to make my art look so much better!
Have on problem though, with the opacity. Im making an eye for my character and I want it to look all realistic like, so I have one sphere with one side bent inwards (should act like the iris) and then a completely transparent bowl on top of that ( to act like the cornea) that should catch a specular highlight but nothing else. ive done this before and it makes the eyes looks so much more alive than just a regular sphere.
but for some reason I get this dark artifact on the transparent corna.
its only in some scenes, cuz i made this once before on another character in another scene and it worked fine. so then I imported my malfunctioning eye into that scene and now it works! so weird. heres a pic
I checked, and doubled checked the settings in the xoliulshader tab but it is the same in both scenes.
any help would be much appriciated!
also if I make a new scene, and import the eye there, it still lookes like in scene B....
You can change the technique to not do that. it's just the default.
I had to cut that, I'm sorry... You can use a legacy version if you really want that, but generally i advise against doing full scenes with my shader. UDK or Cryengine are just much better for it...
Stickadtroja:
Wow that's kinda puzzling.. I've had scenes that go "bad" where some mystery setting is screwed, but a new one fixes that every time. Can you just triple check the global scene settings, mostly the "transparency quality" ? Setting it to "none" is mostly better.
To clearify, if anyone have the same problem as me, go to transparancy setting in viewport configuration and set it to none.
Im so relived cuz I wouldnt know where to start fixing a bug like that. Out of pure relief my next 3d character will have at least a thousand eyes.
Again thanks so much for the help and letting people use your kickass shader!
Btw do you want some kind of credit or mentioning if I use your shader to display portfolio pieces?
It's always nice if you mention me, though that's not required really
filePath_Diffuse = (delegate.diffuseMap as string)
The error makes sense. It says:
-- Runtime error: Error opening bitmap: C:\Program Files\Autodesk\3ds Max 2013\scripts\XoliulShaderUI\images\NoImage.png
It makes sense, cause at work they have this system that pushes new versions of 3dsmax automatically, and so my 3dsmax install is at C:\3dsMax2013x64
I'm guessing the shader is looking for that image in a predetermined spot.
Edit:
Stupid simley faces. It should be C : \
Link went the way of the dodo after seven days.