Hi, I'm trying to render my model using Xoliul's max viewport shader (no shadows version), but when I'm placing light source, light from it comes from a different direction. Its kinda frusrating and annoying. If it helps, I'm running it on GeForce 8600GT. thanks in advance.
Hi, We are looking for someone with basic knowledge regarding PBR workflow, with a good amount of experience regarding shader programming HLSL. preferably in Tokyo, Japan. please contact me at sahbi3d@gmail.com Thank you!
Where it says "Enable Plugin Material: None" you need to change that to Metal Bump 9. But that's a pretty crappy shader, the better way of doing this is to use a 3rd-party shader. http://wiki.polycount.net/Normal_Map#ShadersAndSeams
The SSS render is looking good. Its been a while since I used Mental Ray so I can't be that much help, but theres a good gnomon tutorial (might be a bit old, like 2 or 3yrs) called Skin Shading with Mental Ray by Alex Alvarez, and it focuses on a fast skin shader in Maya. Just looking at it now, I think you could use some…
Got some time to make the low poly better, try out some more test bakes, and test import into UDK. Still gotta finish UVin'g a good chunk of it, so some of it is auto-unwrapped. the stock and scope area for example. Even with supporting geo and explicit normals from 3-point shader, the curvy shapes like the handle shade…
why go to max for rigging? i dont see a need for sculpting since the thing is covered in fur and has pretty round shape. I'd just grab the closest base mesh you can from anywhere, do a quick rig, make a few test poses, and get it in your render engine of choice. get your fur and shaders setup first thing so that you can…
Skyrim is awesome and I want to mess with their shaders but they seem to be compiled into some sort of binary .FXP format. Anyone here from Bethesda or otherwise know how to open them and touch them .. in places?
Whether there is an 3ds max shader that can display object normal in diffuse channel? For what? Because mental ray cannot bake normal maps, I switch to scanline for this, but if normal will be in diffuse, mental will bake it as diffuse.
Hi guys I followed this tutorial: https://www.youtube.com/watch?v=NAJhppttJgI and I want to add distance scaling on all the textures using pixel depth fade. I have this mask When I put the clamp output in a lerp to go between the small uv and large uv scale texture it gives this error. it says that the pixel depth is…
Hi, I'm wondering if anyone could give me some pointers creating a sphere map shader in shaderfx. There's one in the examples but I can't seem to get it to display correctly (it says set the vector space to world, but it appears that's the default anyway. it just looks like a smudge of colour) any tips? cheers! -rich