Thanks dudes! I really appreciate this feedback from the users! Micky, -spec for glass is a good point. Though you actually need reflections with cubemaps for accurate glass, and this does support opacity ;) It's the "alpha affects reflection" checkbox in the fresnel effects. I can just rewire this button to also affect…
Xoliul: Hey man, Congrats on the awesome new release. Dude I have been wanting good post effects in 3ds max for ages..... This update is really great. Now the only other thing I could ask for is a true glow solution. I haven't tried the self-illumination myself properly yet... but it doesn't give you a true bloom effect,…
Xoliul: Upping the blur samples and doing a 4 pass blur might work great! I think you could have just your standard bloom, which you already made, then add a super bloom if you really want to get crazy. :) I took a look at the code myself, and while I get the gist of a lot of it, I am unsure how to edit the values like you…
I ran a little comparison of Xoliul's shader vs. RT_Shader today and thought I would share the results. Like I said before I much prefer Xoluil's, and I think this pretty much proves my point. (Note: that the same lighting setup Model and Textures where used to compare both of these shaders. I did my best to get them both…
Thanks for the kind words, guys. Junkie: great to read this sort of feedback! Shadows shouldn't be too application dependant, although 2008 64bit crashed on them in my case (or invalid shader), but 32bit was fine. Keep in mind 2010 has a bug where it doesn't remember the lights set in a shader when you reopen your file.…