* Three days and I am trying to get clean normal map bake, but I did not succeed, I do not know why using 3dsmax 2012 and i searched for a good Viewport shader but I could get one, or perhaps I should say i couldn't get good shader what about the Shaders ?? i know there are many shaders around like (xoliulshader) and (3…
I have an old thread that relates to this, but I never really went back to update my findings. Short answer is that per-face material assignments in maya are fucked and have been for a long time, there's lots of operations that can sneak in and cause the issue. Short solution is to use this script instead of separate, you…
Supertype is looking for a freelance Technical Artist/Shader Programmer to write a 3D toon shader and other custom 3D shaders in Unity3D for our upcoming multiplayer fighting game, ARENA GODS. Deliverables, delivery time, room for iteration, and price will be agreed upon in advance and payment will be made upon delivery of…
Hi! I'm a game dev student and last semester we had a '3D-programming' course, in which we did some basic stuff such as rendering a textured quad spinning around in the "scene". We used quite basic vertex-, geometry-, and fragment-shaders to do this. My question is, how are shaders "managed" in a larger projects? For…
Hi Trying to find a realtime shader for max 2015 I get 'advanced HLSL viewport shaders'. Which is great but searching that doesnt bring up much info. I like the recent max viewport realtime quality but my game textures show metal as black. There used to be the Xoliul shader which seems to not be supported in versions of…
Hi everyone, new to the forum. :) I'm trying to work out how to create what I understand to be an incidence shader (?) to create a hologram or xray type effect. I'd term it a rim shader. I've attached an imageof what I mean. I've seen a similar shader tutorial which deals with the arnold renderer on maya. The person uses a…
The version chaos is indeed a bit ugly with GL, ideally you would at least use #version 120 which is what GLSL ES 2.0 is similar to, #version 150 or 330 would be ES 3.0. Also if it's not too much work, try not to use any of the built-ins (gl_ModelView...) but manage uniforms yourself. Life should be easier by using a GLSL…
https://imgur.com/a/iOvYF I made a depth map shader that samples a gradient texture and maps it to the depth. This is how it should look. Here it is plugged into the custom lighting input. Above it you can see another shader I've been working on. The above shader is a sort of subsurface scattering/ faked translucent…
I've just updated the shader page of my web site with a new HLSL skin shader for the 3ds Max viewport. This shader simulates sub-surface scattering by blurring the diffuse lighting. It's very similar to the shader used by ATI on the Ruby model. Here's a screen shot of the Max viewport: (The face model and diffuse texture…
Hi! I'd like to use UV1 for the alpha map. This is for a past project, I wish to render in Toolbag 4, no urgent matter, just curious. I read through the custom shader page on the toolbag website, but my knowledge and understanding of the shader code is still insufficient to make a working modification. I get the intended…