Tangent baking issues are never obsolete :) But, 3dsMax has 3 different tangent spaces you can choose in the prefs to decide which one to use in the viewport. I tend to use the Maya one because it gives me better results and I like to use Turtle or Beast for baking the maps. I think the legacy tangents are the default…
There are a number of tools available to keep things organized, the group command is pretty great. You can set groups to be read of the local disk as well sort of like the functions tool in unreal. What Kees is saying here is that the image he was showing is inside the Surface Shader, something you don't have access to…
I can imagine that yes. This is the inside of the surface shader though. As an artist you never have to go in there to connect things. You just connect a single node to the material grp and then quickly close the node editor and just use texture slots etc in the material editor rollout to setup the shader. This is why we…
Yes that is ShaderFX in 3dsMax. :) It runs inside the DX Material. So you can switch your DX Material over to use either a text file, like before, or enable ShaderFX and open its node editor. Most features work in both Maya/Maya LT and 3dsMax. (most nodes like reflection, normal maps, vertex colors etc) You can also load…
On a side node, you will have to be careful with the auto gamma correction in 3dsMax. As it defaults to doing gamma correction on normal maps too, which gives very strange results. In ShaderFX, I give you a warning at startup as a reminder of this.
No maxscript access to the node editor itself yet. The properties exposed to the Material editor rollout do have maxscript access. We do have full MEL access in Maya to just about everything I could think of that would be useful via the 'shaderfx' command.
2cat, I think some of the complaints about the Nitrous viewport are still justified when you look at it from a game shading point of view. (Lack of shadows and transparency is not something I am happy about). But other areas of the viewport have been improved so it is better then a few years ago. Eg. I no longer have…
This is, unfortunately, correct. Nitrous "realistic" mode shows shadows and transparency for internal materials only, custom DX shaders are not supported for this. :poly127: You can switch to "Shaded" mode to see basic transparency for DX/ShaderFX materials, but it is not exactly perfect.