Ah - cool to hear that ShaderFX is helpful! You can set the blend mode by selecting the standard material node and then choosing the blend mode you want from the drop-down box on the right that's labeled "Blend Mode." If you're making a custom FX shader for your artists to use, I'd recommend using three separate techniques…
This depends on the type of blending that you're trying to get. If you're blending the current object with other objects in the scene, you have to define those in the render states of the shader. Currently, the custom code node supports adding code the the header, the vertex shader, the pixel shader, and the input and…
Hey that's pretty cool. Not needed for this project but maybe later, how would I go about adding different Blend Modes, for example an Overlay or a Darken or a Subtract? I guess I'd write a Custom Code node?
Thanks Ben. Well I've switched to the demo of Shader FX now, much easier to use with Max than mental mill I must say. Seems pretty solid, you guys did a nice job with it. Still poring through the help files. Is there a way to set the transparency blending mode? The cellphone hardware we're using for this project supports…
OK, thanks. We're using blend modes to combine individual ingredients within a surface, as well as to blend the resulting surface with whatever's behind it. For example we have one that optionally inverts the dest, multiplies it by an RGB value, multiplies the src with another RGB, then blends the dest and src using one of…
I'm trying to figure out how to add a transparency control to a CgFX shader. Ultimately it's for use with the ColladaMax exporter. What I'd like to do is wire up the alpha of a bitmap to control the transparency of my mesh surface. But I can't figure out how to do it. I'm using mental mill... maybe that's the problem?…