You will have to construct a ShaderFX Shader from scratch so it takes a degree of shader knowledge but it's actually not that much work to port an hlsl/glsl Shader over to ShaderFX as you can dump raw code into custom code nodes with fairly minor changes (ShaderFX doesn't understand vector types so you have to change them…
Happy Xmas everyone, For this holiday I am trying to learn something that I haven't been able to do in the past 6 months: get Maya viewport and Unity engine to render a PBR model as close to Substance Painter as possible (Such that I can be pretty confident of my SP results, knowing they will look decent in Maya and Unity…
I disagree to an extent, you can't see it properly outside of the target engine so checking there is absolutely vital but the more accurate a representation you can get in your content creation packages the less iteration is required and the faster you get things right. It's a particular problem when working on console…