Hi, Few questions. 1. Using Maya 2016. I can't seem to get the ShadowMap node to work in any regard, anything I plug the 'light gain' value into turns flat orange. I believe multiplying this by the final color output should essentially darken areas where shadows would be, correct? 2. If not, how do you 'take' the shadows…
I found where the problem is! If I remove these nodes from the equation it works and all my problems are solved! However these nodes are only ever a problem when I'm either grabbing a 'shadow map' node from the sidebar or duplicating someone else's shader network. Note that I work in Z-Up in Maya so I've removed the flip…
I did actually, and I tried to merge stuff together and.. it would never work. The result is always a flat orange color which is ALWAYS the result with the ShadowMap node. It works for them, however even if I rebuilt it EXACTLY, it will never work for me period. Nothing is different, the shadowmap node breaks everything…
Turns out I don't have to disconnect the node! I just renamed it and it worked, I appended a '1' and all was OK. Guess there is a name clash. I'm making a system for doing hand-drawn animation style in 3D and using anime as a basis. This shader is one small piece of it. However it means the shadows need to work in…
So you get shadows working with the default Traditional Game Surface shader? But not when trying it to build it yourself? Most of the times when I've tried it I've just copied the relevant shader group inside the Traditional Game Surface shader and used it in my own shader project. Has worked fine. Speaking of the orange…
Did you have a look at the Traditional Game Surface shader how it uses shadows? That's how I usually do it when I decide to use shadows. As for having a dynamic amount of texture inputs I posted a thread asking about this earlier. Sadly I don't think there's any solution. I didn't get any replies, but I'm doubtful. I did…