YAY another maya shader I can use as reference :) I was pounding my head as to why my shader wasnt working in maya and then saw in one of the reference shaders I downloaded that cull mode has to be set to none EDIT: Will give it a whirl when I get back home.
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…
I ran a little comparison of Xoliul's shader vs. RT_Shader today and thought I would share the results. Like I said before I much prefer Xoluil's, and I think this pretty much proves my point. (Note: that the same lighting setup Model and Textures where used to compare both of these shaders. I did my best to get them both…
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.
Hey Xoliul. I really love the shader. I have little request though. I tried to change some stuff in the render passes to switch to alpha test mode. I switched Alphablend mode to false and added those lines: alpharef = 128; alphafunc = greaterequal; The Sorting of my alpha planes worked fine after that. But it seems that…
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 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…
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…