specular color doubles as specular power/intensity, just overdrive the color value as necessary i really should fix the Fresnel code in the shader, currently its hard-coded into the reflection component only, i'll fix it later in the week to be more fully exposed and tweak-able.
hlsl shaders for maya have hard-coded lights, light 1 is a directional light - lights 2 and 3 are point lights link the proper light type to the light 1, 2, 3 slots.
UPDATE Download: lcNextGenShader_1.15.fx Update to the shader includes: Fresnel attributes (fresnel no longer hard coded and now affects both cubemap reflections and specularity) frBias changes how far across the surface the effect occurs frETA bumps up the intensity in the center area frPower Power/intensity…
UPDATE 11/30/2009 Download: lcNextGenShader_1.2.fx Added a few things as per requests and my own experimentation New Features: An experiment in SSS for skin like materials, this could still use some work. A Gloss Map option for modulating the specular shape with a texture - also as a bonus, if you have an environment…
I'd like to share with you a real-time HLSL Shader for Maya’s Viewport that I wrote as part of my exploration into the wonderful world of HLSL. Try it out, and if you like it, let me know! Updated - 11/30/2009: lcNextGenShader_1.2.fx Updated: lcNextGenShader_1.15.fx My Original Blog Post lcNextGenShader_1.1.fx Download:…
wretchedgoat - you need to be in Shaded AND Textured mode for the maya viewport even if you are not using any textures, otherwise your model will just show up as green. If you switch to 'High Quality Mode' the shader will also not show up. No, you dont have to have any of the slots filled in, that is one thing i dont like…
the *.fx file will work with any version of maya that has the hlslShader.mll plugin available - i dont know how far back that goes, maybe maya 8.5 . . . the main limitations would come from your graphics card, the shader requires a graphics card capable of shader model 3.0 - anything in the past few years should be good,…