I made an update, 1.6. Max only for now, sorry. Main new features: -Quality Normals in Max 2011 are now supported -Diffuse Fresnel allows for diffuse colors to change at angle -Gamma Correction with Gamma setting -Vertex Colors can now be shown multiplied with the diffuse color -Specular can be delinked from opacity get it…
Is there any way we can access/ use the alpha map other than saving it into the diffuse's alpha channel through .tga file?..it seems like saving .tga file make the file extra huge compare to the .jpeg that I usually use for diffuse/ spec/etc map.. It'll be cool if we can have another map slot for alpha channel like the…
I have 2questions regarding this shader, fantastic shader btw! that I cant figure out and id appreciate some help :) Firstly shadows, im creating hair and I have numerous alpha laden polygons. The hair transparency works great on the actual polygon itself but I can only achieve shadows for the polygon as a hole instead of…
hey Xoliul, the the ones from game-artist.net work. everything in there works except the alpha, which is in the diffuse channel. and there is no reflection option.
max keeps crashing soon as i save a currently used texture. i'm using ps cs5 and max 09 and a 24 bit texture only 512x512 and shader version 1.5 (3 light setup - only using diffuse and specular)
yes in maya i was testing a plant i did a while ago and, i kept checking to see if i had an alpha map for the diffuse because in the other shader i was using it used another texture, there was an alpha cannel but i couldn't get it working.
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!
Hey whats up, whenever I load up the shader, the diffuse map and the normal map both work fine, but the specular map doesnt, I'm using max 2011 shadows version, because the no shadows version puts on red spec color that I can't turn off. Any ideas?
Heheh ok thanks man..Guess what appear on the object is more important then which way the green should face (duh!..obviously lol) By turning off the diffuse map for a sec will show much clearer which setting should go with particular model regarding the normal map :poly142: _Revel