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…
I seem to be getting somewhere with this, which has me really excited. I am on Maya 2015. Shader loads fine, I can load up my diffuse maps and a blend map. However, it doesn't seem to recognize any vertex painting I do. I also noticed this warning: // Warning: cgfxShader : Can't find the source named "" for vertex…
Also, it's be fucking awesome if this was taken a step further to, instead of B&W, use RGB paint channels. This would allow more powerful control in UDK / Unity with terrain shaders that call vertex colors. When I worked at Sucker Punch we had RGB controls and it was awesome to be able to have that 3rd texture avilable to…
Thanks for the feedback Jeff. I've completely synced the maya shader with the one in CE3 which means that the blend factor and blend falloff values used in maya will look exactly the same in CE3. Download link : https://dl.dropbox.com/u/53969153/Shaders/vertex_blend_03_colors_CE3.zip Thats weird because it working in all…