Old school poly modeler seeks info on pipeline/toolchain for getting animations from maya/3ds max into scenix, or other game engine tech, to use vertex shaders for character animation. I understand the work flow from 3d to skinned/rigged model, but what options (pre-packaged?) are available for shader based character…
You got some nice textures going on :) I like the second trees better, they have more defined shapes and some good spacing between the branches. the first one looks to solid and there are some crossed planes showing, I would try to match up some reference on how to shape your branches and the spacing between them, trees…
Hello there. I've been playing around with UDK for a while now but usually just to set up 'simple' scenes and make basic shaders, but I wanted to do something a bit more complex this time. I don't really know how this effect is achieved, but I thought it would be just some shader with some sort of parallax thing going on.…
It's well documented in the forums. Diffuse has a fallback of vertex lit, which contains within it two passes; Shadow Caster and Shadow Receiver. These are the two passes that allow the shader to cast and receive shadows. To receive shadows in your own custom shader, use the macros/helpers defined for you in…
Hey all, So does anyone know how you would go about making a shader similar to this for UDK Where its an edge detection effect that shows every edge of a mesh and everything else inside the edges is transparent so you can have objects that are textured with single colors? Basically I just want to be able to turn on the…
Hey guys, I'm learning HLSL using Ben's DVD series (great stuff!) and I am using a shader I wrote for normal maps, diffuse, and specular and brought it into Max. It would great but I would love to use this for terrain so it needs to tile. Is there a MAX function that I can just type into my shader to allow for that? Or…
Hey guys, I have to put together a simple PBR shader in GLSL for work. I already know a lot of great sources about PBR theory but now I'm looking for some easy code snippet to start with. No problem if its' HLSL or CGFX or whatever, just need some pseudo-code to start developing a simple GGX generic metal shader. Can you…
Here's a simple example of the rounded edge shader(Corona renderer) Boolean mesh in Max. Zero cleanup. Polysoup topology. The most important thing to note here is that the group of cylinders are just floating meshes jammed into the boolean. They share the material and blend seamlessly into the boolean. This is almost…
Hey guys, I've been working on my first cgfx shader to help previewing blended materials in Maya. It is very similar to the one you can find in this tutorial (UDK) : http://eat3d.com/free/vertex_painting Basically 2 texture inputs with their normal maps LERPed together with an inverted heightmap used as a blend mask to…
stop thinking that it is too complicated! it is junior high level math, not the nodes themselves for sure, but the connections in that shader are all just addition and multiplication - if you just want to copy what is there, why do you need a video? http://polyphobia.de/public/tutorials/TF2shading/shader.jpg just create…