Hi Everyone! Kees Rijnen and I would like to announce that version 1.5 of ShaderFX (the node-based real-time shader editor for 3ds Max) is now available at http://www.lumonix.net/shaderfx.html. This version is a free upgrade to those who have already purchased the plugin - and as always - a free demo is available for…
Hey Eric! I've used the preview render feature in Max as well. It works pretty good. While typing my previous post I had a cool idea that we may add to future versions of ShaderFX that will allow you to render that materials. I need to test it out. We'll see . . . One thing that I've seen lots of studios doing is using…
I have rendered Max viewport shaders before, using Make Preview. If I force my card to aniso AA, etc., it does a decent job. Still like the idea of scanline conversions though. Seeing this tool Ben makes me wish we used fixed-function shaders! Kudos to you and Kees.
A real-time shader that can render in a software renderer is a really cool idea. However, hardware and software renderers are very different from each other. Creating a system that could render in both would probably require building both renderers together from the ground up with that goal in mind. ShaderFX can do a lot…
Is it possible to have ShaderFX output the resulting shader into a renderable material? I understand some elements (like SSS for example) cannot be setup with max material like that. But if it could at least set up a diffuse/normal/spec/color values, etc etc. Not sure if that's possible, but it'd be damn cool
Thanks for all the kind words guys. It's encouraging to hear that you like the tool. So I'm curious - now that you've tried it out, what do you think is still missing? What additional features would you like to see? Kees and I have some pretty cool ideas for including in the next version - but I'm interested to hear what…
hey man...thanks so much for answering a pretty basic question. i appreciate it...and that's pretty much what i was asking. i'll look into it more for sure. thanks again!!!