Pior: Turns out I had this laying around on my HDD. It toggles between black and any other color you want to define but you'll have to edit the script. I would think that adding it to a hotkey would be better than a startup/callback script. macroScript modeling_Env category:"BCTools"( on execute do ( global modeling_Env if…
Hi everyone, This is my first post on the forums. :) Since a week I started with shader programming (HLSL), but allready I ran into a stopping problem. I followed this tutorial, a tutorial to write a simple ambient shader. If I apply my shader to a model in Max 2013, or in FX Composer the model just dissapears. :shifty:…
I'd like to share with you a real-time HLSL Shader for Maya’s Viewport that I wrote as part of my exploration into the wonderful world of HLSL. Try it out, and if you like it, let me know! Updated - 11/30/2009: lcNextGenShader_1.2.fx Updated: lcNextGenShader_1.15.fx My Original Blog Post lcNextGenShader_1.1.fx Download:…
I just tried changing the byte notation to 0x003 and the shader seems to mess up. If it is 0x002 then it just displays the sphere with a solid colour, but here is what happens with 0x003 it also seems to be a kind of plane as you can rotate it and move it about. Any ideas why this is happening? I also completed the next…
For your skybox shader, do you have the file texture's outColor linked into the skybox shaders ambientColor? If you are using final gather you can light the entire scene using nothing but the texture on your skybox.
There are several errors in your script, but the logic is sound. This should help you out. ( --FUNCTION TO TEST AND UPDATE A PROPERTY fn SetColor mat prop col = ( if isProperty mat prop do ( setProperty mat prop col ) ) --FUNCTION TO CHANGE THE PROPERTY OR RECURSE fn ChangeMaterialColor mats col = ( for mat in mats do ( if…
I did it like so(this is for one light only, but not hard to change for more): float4 Blinn( pixelIn input ) : COLOR { input.lightDir = normalize( input.lightDir ); input.viewDir = normalize( input.viewDir ); input.normal = normalize( input.normal ); float dotNormalLightDir = dot ( input.lightDir, input.normal ); float…
I'm getting the same issue with swatches.fbx from Quixel Suite 1.8, but with Blender. i.e. in the swatches provided for photoshop (Swatch.aco), the color for Varnished Wood is #c85300, but in the FBX file once imported into Blender, the color is #E59B00 which results in "Undefined" in Ddo. I converted swatch.fbx to ASCII…