Yes I know, but I try to put the good ones on there whenever I find one (there's about 4 in the gallery). I think zxcman's current "ugly dude" WIP uses my shader too, great example that it works fine there too.
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).
Hey Flava, I made a quick example: Files (max, textures, shaders): http://laurenscorijn.com/dump/example.rar White paint is always tricky to get reflections on. It tends to get overblown really easily. Especially when it combines with darker colors you need to have tweaked reflectionmaps to control things. i didn't really…
thanks for the nice words guys. Hopefully this will allow users to take realtime illustrative rendering one step further. Probably a bit yes. Shouldn't be extreme compared to other stuff: enabling 3 instead of 1 lights is heavier, for example. With a GeForce GTX280 I get no FPS hit whatsoever when HueAdjust is on. But yeah…
I gotta ask, as someone who doesn't know much about that stuff, but isn't that Autodesk fix kinda counter-productive? What I mean is, I use these shaders as a preview for what my stuff will look like once it's imported into an engine. Say Unreal for example. So if I apply this fix, I may go around thinking that my stuff…
Hi Felipe, yes that we can see the inside out effect on the object. But what about on the map itself? I mean not when applied on the object but in Photohop, for example..is there any definite "green should be pointing up" or such? or we can just tell it after applied it into the 3d object?... Cus seems like everybody said…
Hi Laurens, really great shader man! love it very much. One question though, how to tell whether we need to check the "flip green" checkbox?..I generate the normal map from nVidia Photoshop filter. Can we tell the "which one in need to flip - which one is don't" from the visual appearance of the normal map itself? (for…
Hey Xoluil, I've been using your shader for quite a while, but when I do, I always import a .psd for the diffuse map. Problem is, that it makes everything really dark compared to using the .jpeg (which uses the real colors) Example: Using a .psd Using a Jpeg Texture here So basically I want to use a psd so I can edit my…
Awesome work on this Xoliul. Really cool to see what people do with it! I am messing around with it myself a bit, but have a problem with the IBL cubemaps. If I for example want to load the beach.dds that is provided, it says "Beach.dds is an invalid file type". It also says this when I try to load it in the regular…