SnarG: development has sorta ceased for the moment, I have a lot of other commitments at the moment that need to be handled first. Also, I'm realy doubting if I'll still fix the Max 9 bug. That program is almost 4 years old after all. Also, I have to rewrite code that works perfectly fine in 2008-2010, with the risk of…
Hey Brad, nice to read you comment man. I really wanted to fill the gap for good post effects since the standard ones are all very bad, or completely not working. regarding the glow: i wanted it in there, but i couldn't figure it out (as you can see in my commented code). I'll try to explain a bit: Shaders sort of work in…
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).
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…
It's supposed to do that.... when using self-illumination, there is no lighting, so you can't see your normalmap. That global level is just there to slightly brighten your model if it's all too dark, or to go for completely unlit mode. I don't understand how so many people have problems with the SI map, it's the simplest…
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 dudes! I really appreciate this feedback from the users! Micky, -spec for glass is a good point. Though you actually need reflections with cubemaps for accurate glass, and this does support opacity ;) It's the "alpha affects reflection" checkbox in the fresnel effects. I can just rewire this button to also affect…
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.
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…
Xoliul: Thanks for the info. Your explanation of there being two ways to handle shaders sort of explains (at least in my mind) why the glow material is so different than the other materials in shaderfx. The only shader I have ever used that supports most maps types and gives nice results is the shader by RT Shaders. If you…