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.…
Hey Eric, Cool! I think that's the first time I hear someone using Max that got the shader working. First off, I haven't touched that shader in what feels like ages (2,5yrs). 1) What do you mean by diffuse Alpha? I.e. diffuse texture's alpha channel controls transparency? My experience with real-time shaders in Maya and…
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…
Alright guys, new version. From 1.0 RC2 -> 1.0 RC3:* Added option to use Blended Normals for the diffuse lighting for that skin level SSS effect. Comes with optional mask texture, weight slider and cyan suppress slider. * The shader now handles not having textures loaded better. You now get meaningful results from whatever…
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…