Hey Kees, For some reason, I have to clamp the textures in the 0.1-0.99 range manually, this is most prevalent on 1D textures that might have been saved in a somewhat lossy format or compressed format (such as TGA or BMP as example). I don't have the access extension update, so I can't say if that fixed the clamp issue,…
3DS Max's ShaderFX is kinda broken (clamped textures will sometimes go outside the 0-1 range, and shadows don't work for example), don't even think about DX11 on Max, since it can more times then not freeze up your workspace, so you might want to stick with Maya centric values for the future updates. I'm curious as to what…
No I didn't have service pack 5 installed and i also had OpenGL set as the renderer. So now it's working again! yay :) In my previous question i posted last year regarding a dark result i didn't have any lights enabled. I was kinda assuming i'd be able to light my object using just the cubemap, is that not possible? I get…
Hey @kodde, I was able to load your Maya 2016 sfx shader in 3ds Max 2018 and it works flawlessly! I'm investigating a way to edit glTF models in 3ds Max, and see an equivalent preview of how they'll look in the BabylonJS web 3d viewer. Your shader is really really close! This isn't my model, it's from the GitHub samples.…
Shrike> Afraid not. Not yet anyway. Need more talented artists to use this shader so that I can ask them nicely to use their art ;) I intend to get some more examples next week if I can find some time for it. There's a lot of talented students at the school where I work and I'm certain that they've got some nice PBL-based…
Just want to chime in here because there seems to be some general confusion. A BRDF is a mathematical approximation of a lighting model, examples being GGX, Blinn-Phong, Phong, Lambert, etc. The Disney reflectivity BRDF is GGX. BRDF has nothing to do with the specular or metalness workflow. These are two different methods…
Ideally I would like to have a setup that allows me to do whatever I would do in a game engine. Some examples: -Diffuse overlay texture (multiplied usually) -Tinting based on alpha channel -Specular overlay to break up tiling on specular of large shiny surfaces. -Puddles controlled by a puddle mask -Detail normal map…