I use max 7 viewports to preview models for one of our prototypes. We use the cgfx plugin above, and have not had any problems compiling to ati compatible code. We convert everything to .fx or fx composer compatible shader language, and those are just text files that are compiled in real-time on the engine. It's kind of…
the fur effect is not trivial. it involves building extra geometry (fins and shells) in code, and set up texcoords for them ... you will not be able to just put the shaders on any surface, very often those surfaces need to be a bit special and have extra info. this special stuff however is very unique to the effect and…
yeah, indeed, it is somewhat easier to make some cool fx in realtime graphics code than teaching max scanline renderer to do the same. I guess we will see more gpu-based renderers soon, things tend to become more flexible and easier to use... then again its one thing for a single object, and totally different if a full…
no sadly CgFx plugin is based on the old Cg version, not the latest runtime, and afaik also the plugin is hardcoded to be nvidia exclusive, at least I know noone having it working on ATI :/ since I am interested in getting max "preview" using a material system for our engine, I looked into things but it doesnt look rosy…