Yeah I've seen the question come up several times aswell haha, my friend Drew is cleaning up the code and adding some really cool features. I'll put it up here when he's done :)
Drew++ rewrote the whole thing and made it look pro. Change log : - Rewrote the code from scratch replacing all existing shaderFX generated code. - Added blinn-phong specular support, with gloss and specular multiplier. The specular map is stored in alpha channel of diffuse. - Added texture tiling for Diffuse, Normals,…
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…
cubemap should work fine in max viewport. what max version etc. are you working with - make sure viewport is not set to nitrous, but directx. send me your code if you like I can test it here.
I solved the problem! I was peaking around at the included Max shaders and noticed this line of code at the top of many of the shaders... string ParamID = "0x003"; // Use DXSAS compiler Making this an individual post in case anyone else is having 3DS Max shader issues. :thumbup:
You are thinking right. It needs more vertex for a higher resolution, but realtime engines these days can cope better with more geometry than with more materials. With vertex painting you can create a basic material and paint the extra attributes by using the color channels (RGB/A). In a way it is like you are applying…