the vertex position input expects the position to be in 'object' space. if you take a step back and plug in the "vertex position" node that you find (in advanced mode) then it should work. Then e.g. multiply the vertex position output with 2 and you will see the object expand around its pivot. That works for me here. It is…
OUT.Position = float4(0, 0, 0, 0); That line is your problem. Whatever is connected to position is not considered to be valid, so it reverts toma defailt float4 value Consider attaching your .sfx file
Thanks Kees. Which vertex position node? I moved my nodes into the Material group, but the triangles are invisible again. I also drilled into the Vertex Shader group inside the Material group, and moved my nodes into there. The triangles are visible now but not moving.
Hmm, still not working for me. Not sure what I'm doing wrong. :( Node turns red, but no errors appear. I get an error message only when I try to plug the original Vertex Position node back into the Default input for AifBempty (the cursor in this screenshot is about to do just that). Which is very weird, since nothing…
I made a shader in Shader Forge in Unity, and I'm trying to replicate it using Shader FX in 3ds Max 2015. This is to help me (and an outsource team) to create content that works well with our shader. I have everything working great, except for the vertex shader part, which applies a wind effect to vertices with blue vertex…
I looked at the HLSL, but I'm not great at figuring out what the code should be. I can't see anything glaringly wrong, but I'm not sure what I'm looking for either. That's why I'm using a node-based editor. :D // -------------------------------------- ShaderVertex --------------------------------------SHADERDATA…