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Shader FX hard shadow issue

Hello there,

I m working on facial setup using shaderFx in maya VP 2.0 for real time rendering.
Iv got great result using the DX11 autodesk uber shader directly, but when i use the uber shader graph inside shader fx editor i cant't get the same result for shadows :

- On the left side Dx11_autodesk_shader : nice soft shadows :thumbup:
- On the right side uber_shader .sfx file edited in shaderFX, bad ugly hard shadows :thumbdown:

uberShadow.jpg

I m using same light setup in both shader, do you have any idea how i can fix this ?

Thanks in advance

Replies

  • shaderfx
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    shaderfx polycounter lvl 9
    This was fixed in a later version of Maya, but I believe your problem is this:

    create a new shader shader
    Open ShaderFX

    inside shaderfx graph window:

    enable Settings / advanced mode
    enable Settings / Override system nodes
    enable Settings / Show Node ID

    drop down a "shadow map" node
    Go inside this group node by clicking on the square icon on the node
    Go inside the blue/purple group node called "ShadowMap"

    In there, you will find a node called "Kees" :poly136:
    Notice where its outgoing connection is going

    You want to connect the output from AddOp (ID: 1323, but might be different) to where the connection of the "Kees" node was going.
    This addop node flows from the "FilterTaps", with a multiply node inbetween

    After this connection is made, you can delete the "Kees" node

    Press Exit Group twice
    Select the Shadow Map group you just edited
    Then pick: Group / Save group to disk

    -Kees
  • shaderfx
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    shaderfx polycounter lvl 9
    I should say that you can do this change in a empty Maya scene or the one you are working in. Since you are overriding the Shadow Map node in the end, this fix will apply to all scenes (if this is indeed the problem)
  • fransuzich
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    Thanks for your reactivity !

    I can't test it right now but i ll give you feedback as soon as i can :)
  • CreativeSheep
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    CreativeSheep polycounter lvl 8
    I haven't done any RT rendering, I have dug into the subject particularly with Maya. From what I've learned, the DirectX shader is better to work with then the ShaderFX shader, although there are situations whereas the ShaderFX shader is ideal.
  • shaderfx
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    shaderfx polycounter lvl 9
    @CreativeSheep:

    It depends on what you want.

    Dx11 AutodeskUberShader gets you going very quick; artist friendly.
    DX11 writing custom shader: hard if you don't know any shader coding.

    ShaderFX is in-between.
    Quicker/Easier then writing shaders by hand for many people, but not as easy as the Uber Shader.
  • fransuzich
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    Hey , I can t get it work in 2015 when modifying shadow map group :/, but i tried in 2016 and it work's great ( see attachment ) ! So i m gonna merge my scene in 2016.

    Anyway thanks for bringing this support for this amazing tool !

    Ressources are pretty hard to find when you start to dig in it.
    Is there any documentation planned ?

    @CreativeSheep
    A huge limitation of AutodeskUberShader is that it only take texture path as input for maps, you can't give it anything else as blend or multiply etc ...
    Here i m blending diffuse+normale+disp with my shapes, so i need to customize a bit my shader. And shaderFX is just perfect for that.
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