It's supposed to do that.... when using self-illumination, there is no lighting, so you can't see your normalmap. That global level is just there to slightly brighten your model if it's all too dark, or to go for completely unlit mode. I don't understand how so many people have problems with the SI map, it's the simplest…
Xoliul: Thanks for the info. Your explanation of there being two ways to handle shaders sort of explains (at least in my mind) why the glow material is so different than the other materials in shaderfx. The only shader I have ever used that supports most maps types and gives nice results is the shader by RT Shaders. If you…
Ok I'm back with more questions... sorry. I'm working on a plant for the same scene I mentioned earlier, and I'm having issues with the culling. I think it might be linked to what was said a page or two back, but since I know absolutely nothing about shader language, I just saw a lot of code I didn't understand. I've…
SnarG: development has sorta ceased for the moment, I have a lot of other commitments at the moment that need to be handled first. Also, I'm realy doubting if I'll still fix the Max 9 bug. That program is almost 4 years old after all. Also, I have to rewrite code that works perfectly fine in 2008-2010, with the risk of…
JostVice: I'm sorry, I never thought anybody would want to work at such a small scale, but I can imagine upscaling your stuff just for presentation is not something you want to do. I'll explain how to fix this: Open the shader in notepad. Look for this piece of code, it's near the top: and change it to: That changes the…
Then I'm afraid the only thing you can do, is upscale your scene. Maybe you could try setting its default value tosomething really small, it's the last number in the piece of code I quoted. Not much more I can advise you to do. You shouldn't expect super-high quality wonders from that setting anyway, it's a hack made by me…
Hey Brad, nice to read you comment man. I really wanted to fill the gap for good post effects since the standard ones are all very bad, or completely not working. regarding the glow: i wanted it in there, but i couldn't figure it out (as you can see in my commented code). I'll try to explain a bit: Shaders sort of work in…
Xoliul: Thanks so much for the response! So I added another technique following your advice Xoliul that has no culling. Simply named, "SM3NoCulling". And it works like a charm. Simply change the technique and I can quickly turn on and off Backface Culling. So I have everything I want with this shader now, once again a big…
Actually it should be possible to do a Sharpen post effect, someone just has to write it. I know that in Doylle's old shader there was a sharpen effect applied to just the diffusemap, so doing on the entire scene is really very feasable. I'd like to do it, problem is it's gonna take some research for me till I'm able to…
Gah, I've been testing it: Everything looks the same on my desktop (GTX280). Changing the explicit Filter definition only makes a difference if I set it to point. So essentially no definition, Linear and Anisotropic look the same. I guess they're all defaulting to linear. But that doesn't explain why the 1.3, which is…