Just found out we are on the frontpage of the area autodesk :D http://area.autodesk.com/ @Ace-Angel : I would be happy if I could help. You can always email me with questions. When we release the code and had the chance to look at the code. Let me know if you need more comments in the code or not.
Thanks a lot! Alpha maps are always a bit iffy in Max because of the drawing order and so. The shadows probably don't work because you have them set to Soft Shadows. Those require completely different code, and I don't know what that code is, yet.
Those are test versions i think. Some might also be examples I just pulled out of 3DS Max/maps/fx/, to base my code on. Don't worry, you're not missing anything (don't bother trying the ones that come with Max, 80% doesn't work, the rest is crap).
GCMP: not really. A decal system is already complex to do in a game, so it's really hard in Max without application code supporting it. Unless you create planes with an opacity map in the diffuse alpha and place them in front of stuff. No special blendmodes then, that requires a special shader. Thanks butt-Sahib!
I think Max controls that by itself. In this newest version I did do some code changes to get the best Mip sizes out of the textures, but some stuff might still be up to Max/graphics card drivers. Overriding your texture filtering in the drivers could help for example (to anisotropic).
Nitrous is a code base, not a specific look. Nitrous supports (or is supposed to support) FX shaders just like the previous D3D driver does - so theoretically a shader should look the same when using D3D or Nitrous. That's not the case right now because of the bugs in Nitrous. The main advantage Nitrous has over D3D is…
Hey advance. I'm pretty sure hardware skinning is not possible, the guys from ShaderFX (Ben & Kees are much more experienced with shaders in Max than me) state it's not possible. I think this is just because Max doesn't feed the weights and deformations to the shader; there's just no interface for it. Unless you'd go…
Well ... Max is Maxscript, Maya is MEL, a different language. Also this side of linking a UI to a shader is very technical and complex, we'd have to redo a ton of things. And as said in the interview, the Max version took almost half a year to code. I will however release the core 2.0fx file for Maya, so you can at least…
I'm pretty sure the filter types available vary based on the host application - which is both crazy and annoying. The Mipmap LOD bias definitely helps in Maya, but maybe thats also variable based on the host app. Its not too hard to code a very basic post filtering sharpening function but the results can vary from mildly…