Hey man, I can give you some advice here I guess. Don't get scared/confused by these complicated sounding articles that try to explain the vertex-pixel shader pipeline in a lot of detail. They might make it sound like it's all about this complicated big system and how it ties into the graphics hardware. That stuff is…
Just post your stuff in here Jackyboy, you've got everyone's attention. And regarding "baseframe" shader, the great thing about ShaderFX is that you can generate it for multiple applications and languages from the same nodes, great to compare the differences. On that note, another very useful, free application is…
Good question Jacky. As you see, you need to explicitly provide code for every additional light, it adds performance cost, and if you want to optimize in case there are fewer lights, you get branching as an additional issue: doing IF's in shaders is not as straightforward as regular cpu code, shaders are meant for the GPU…
I'm doing a little research on this topic especially. I've been looking at teaching HLSL to games artists, the best resource at the moment is the Eat 3D CGFX Shader introduction. It may be CGFX but it translates into HLSL almost word for word, but it offers the best introduction into Shader code. It nicely steps through…
Again: UDK is a good start; but it doesn't allow straight translation to code, which is really crucial to make the step away from nodes. It's also limited since it presents you a partially fixed shader, you can't easily go and replace the lighting model for example. I wouldn't recommend FXComposer, never been a fan of it.…
(I'll kick this back up as it is one of the only interesting threads left around here) dnc: gloss map should be seen as a modifier for a rang of power values. if you just multiply it with a static power value, you cou8ld end up powering the specular to 0 (for pure black pixels on your gloss map). the best solution is to…
You would do some of the stuff in HLSL, but things will be a lot more spread out. the majority happens in the actual render framework code of the application. I've never wirtten this stuff before, but to say it simplified you would have a few simple shaders (or one with multiple techniques) for the passes: one that purely…
dnc: i think that's an application thing, the transparency draw order. Shaders allow you to decide HOW your model is rendered, but not in what order. The application needs to have proper support for transparency in its draw order, but that's often not the case in DCC apps like Max or Maya. I'm a bit confused why you think…
I just tried changing the byte notation to 0x003 and the shader seems to mess up. If it is 0x002 then it just displays the sphere with a solid colour, but here is what happens with 0x003 it also seems to be a kind of plane as you can rotate it and move it about. Any ideas why this is happening? I also completed the next…
hmm, the 0x003 is probably because some of the application inputs are not coming in correctly, or because some WorldViewProject conversions are messing up. If you see this sort of stuff, where the geometry is just going nuts, it means that the very basic code that converts the raw 3d-model coordinates to its screen-correct…