Does anyone know why Max blurs textures once I zoom out a bit ? (closeup zoom looks ok) I notice this problem in standard shader and xoliul, but poop shader (ben mathis) overrides the blur nicely. This has stopped me from using any shader besides poop's, and since that shader is so old now there's really only an option…
just dropped in to say youve done an excellent job lauren :) im a fan :) i showcase all my models in your shader. This or marmoset or brices shader hehe :D
What a great tutorial man! I was taking notes when I watched it. :) Def. Learned a lot from it. Looks like I won't be using Marmoset much any more. Heh. Thanks Dude!
EQ- why did you find it hard to render out HDR envs, i would suggest that it wouldnt be too hard to render them out of marmoset, multiple renders at different brightnesses compostied together.
ah very cool thanks alot didnt know that was even there, I take it you enable hardware antialiasing on your 3dcard in order to get that in the viewport? also theres no sharpen post process fx, be nice to get that marmoset look huh?
For the life of me I cannot get shadows to show up. Now, faces are "shaded". I can see where the light is hitting vs where it is not, but nothing casts a shadow, hard or soft. :| Is it... Is it my video card? I have an Nvidia GeForce 9500 GT. I really wanted to make the most of this shader. Marmoset is nice, but I can't…
I think my problem was solved by installing a couple of the Hotfix updates. I had SP1 for 2010 already. And yes, Marmoset is pissing me right off so I will be using this or a 3 point lighting model and render from now on. I have gotten better results by importing and skinning my models in Crazy Bump of all things. :P
Absolutely awesome shader Laurens, I'll be using it from now on, Marmoset is cool but kinda involved if you know what I mean :). Incomitatum what version of Max are you using? Make sure you go to the Lighting & Shadows menu for the viewport you want to enabled shadows for, then use "Scene Lights" and enable Hardware…
not explicity setting the filtering on your sampler's seems like a bad idea It's very subjective but i actually prefer some filtering to the default 'nearest' (no filtering) sure it blurs your textures a bit farther away but it prevents some pretty awful aliasing and artifacts. there is a mip map level bias switch that can…
Ok I'm back with more questions... sorry. I'm working on a plant for the same scene I mentioned earlier, and I'm having issues with the culling. I think it might be linked to what was said a page or two back, but since I know absolutely nothing about shader language, I just saw a lot of code I didn't understand. I've…