FWIW, A red/orange shader means the shader code generated is invalid. So it is not related to the textures you input. What viewport mode are you in (dx11 or ogl)? The shader error would usually be printed in the Maya output window I believe.
Hey everyone. I've finally gotten around to porting the TGA PBL CGFX shader for Maya to the new ShaderFX format for Maya(Works in 3DSMAX as well?). In essence this shader is very similar to the old one, but there are a few improvements. Highlight features of this shader:
* A real life material based fresnel term that…
throttlekitty> Thanks for the kind words :) Regarding that texture reloading script I don't think that will work with ShaderFX. That script is most likely based on finding the texture File nodes associated with your selected objects. ShaderFX does not use the same type of File nodes in the same manner. However as…
radiancef0rge> Thanks for the tip. Didn't know about this. Seems to be where I load the cube map being the node that calen got an error about. Hmm... Might rework this way of handling the cube map if it causes more issues. EQ> Thanks. No problem. I always just assumed that the term BRDF was any way of approximating…
Cool! I bet it will look even better with the next iteration that I mentioned. Can I ask why you want this interface instead where you have to create your own texture nodes? It's totally possible, I just thought it would be more convenient for the users to not have to create these nodes. I think it might be hard for me to…
"Rotate Cube Map" slider defaults to 0-1" In your graph, change the default value for "Rotate Cubemap" node to be 360. That will start the maya spinner with a range from 0-360
I use this script, I forgot to test it with ShaderFX last night. I dunno how different those file refs are from the regular texture nodes. http://www.creativecrash.com/maya/script/filereload
"reload textures in the shader similar to how Maya's regular File nodes work" Could perhaps do something via MEL? There is a "shaderfx" command available (but not documented in MEL help docs) shaderfx -help; shaderfx -update might work. Not sure. I guess it depends if other shaders in the viewport use the same texture…
Hello Braddish, Glad to hear you like it :) Here's some math behind the blending modes. http://www.deepskycolors.com/archivo/2010/04/21/formulas-for-Photoshop-blending-modes.html I tried building it. Works just fine. SFX-file here: http://kostas.se/files/overlay_shaderfx.rar [size=-1]click me![/size]