I've got a fresh new version for you guys! 2.3! This one is very very close to what you will see in engine, if not exact(hopefully no silly bugs) :P What's new in version 2.3 -Changes: Specular and diffuse calculation combined -Changes: Removed "Custom Fresnel Ranges" for specular and rim terms -Changes: Reworked "Fresnel…
Just letting you guys know there is an update coming VERY soon :D This release should be super close to the in game shader! (Orge Magi of course!) Specular Warp! Here's a list of current changes. List will be modified :) Changes in Version 2.3 ( as of 1/23/2014 ) -Changes: Specular and diffuse calculation combined…
Hey everyone! Here's an update for y'all! Version 2.1 I addressed some issues regarding specular intensity, and rim light! Rim is now masked by a skylight, and specular and rim have a Fresnel term applied to them. Changes in Version 2.1 -Changes: Specular and diffuse calculation completely re-structured and re-organized…
-I'm sure it's a Maya specific thing with the lights. I'll have to work out how to send the default light into the shader... Otherwise you need to define one for the shader to pull one. I'll have to work out a cunning plan to fix this. Next version will have this fix! - Valve does use a interesting rim light... They square…
Ace is correct! Just click the alpha test button, and that should work. According to the mask document, it should be stored inside the diffuse alpha. That's how it is in my shader anyways :) Some models might have it in the normal map alpha... if that's the case, move it to the diffuse.
I appear to be having the same issue as Tvidotto. Everything but the normal map sampler seems to be working. This is with the file inserted and checked on (Diffuse disabled to doublecheck): And here it is checked off: I've tried it in all 3 render modes, 3 lights plugged in, and still no dice. All the other samplers appear…
Hey guys! I went ahead and worked with Ace-Angel, and I rewrote the shader from scratch. That being said, we're going to call this version 2.0 since it's a complete overhaul. Download! https://dl.dropbox.com/u/8510078/Dota2/Dota2Hero_Shader_2.0.rar Changes in Version 2.0 -Shader is now completely written from scratch!…
Hey, this is great, thank you for putting it together! I had the chance to tinker around with it today. My next armor set I want to do is for Disruptor so I am starting out fresh with the default assets to try out the shader on. I am using Maya 2011 so I thought I'd share a few of my findings. I also had a few questions…
Yeah that's an error for Maya... I'm not sure why it shows up, it does it in every single profile. It's like a texture loader issue. Hopefully I can find a work-around. But for now, disable Fresnel warp, and diffuse warp. :3