well, with 'most of the guys' i meant the programmers :) Us measly artists can only attach texture files and play with the sliders a bit to make it look good hehe. But yeah, they use C-code to make shaders. One of the programmers said its pretty 'easy' to make them, you know the standard ones using diffuse, spec/reflection…
Hello :) thx allert ! So everyone can write shaders? you mean using a nodal system or actually writing C code? Uber shader is my way to go and my code is usually structured this way, so your programmers shouldn't panic ;) (hell I even reduced by 75% the cost of one of CCP's uber shader written by a 'real programmer' ;) )…
Hi there. I wrote a new version of the shader, but I need to clean it. There's only one technique atm, so you always need to fill both BRDF lookup and blend map. I'm looking into separate simple BRDF and the blend BRDF into two clean cod... not that easy ^^ I also found a bug in the code that only shows up on nividia 8800,…
Do you know what about this shader makes it non-portable to 3dsmax? I thought the whole idea with cgfx/hlsl/fx stuff was that it was portable? I'm just curious if there are things you've done which you'd consider 'maya-only', and if so what those are? It just seems like rendering code should be rendering code, whether I…
Hi there @David: good point, there's a simple way to do it using a blend map. I wanted to give each map a separate slot since it's often a problem creating complex alpha maps without layers in photoshop, but since this one is pretty simple it could fit in the alpha channel of the diffuse for example. The code is pretty…
grmlml well I gave up separating the code, I've just duplicated everything. Here's the maya version, I will look into the max one later on. http://www.mentalwarp.com/~brice/shader.php It contains three techniques, two for PS3 model with the regular blurry reflection. The second however use a simple ambient interpolating…
look at the code moneky btw while porting I noticed that you treat specular,SSS and emissive all as greyscale. For maximum flexibility (yeah I know I was the one who brought up pipelining first hehe) I'd suggest so that you should use color information for them. Or at least specular somehow. One could always "emulate" the…
I updated the 3dsmax one as well, with a few changes so. Biggest difference between the two will be that I kicked alphamap and do alphatesting based on diffuse.alpha and that subsurface is controlled with its own texture. also I removed the colorswatches for specular,subsurface and emissive accordingly. (the other new…
Hi guys :) Pior asked for object space normal map so here's a new version http://mentalwarp.com/~brice/download/GenericBRDF_2_BETA2.cgfx I might create a separate technique for this in the end since I could skip a lot of vertex code. People are less likely to want to switch from OS to TS on the fly with a checkbox. The…
Right on I gave the .cgfx and .fx another spin last night and noticed a few things. Seems like 3DSMax does not like UV seams very much as seen on the shoulder area ; also for some reson there is an artifact appearing where the knee bends backwards in space. Note that the Uvs are continuous on that area of the model.…