Maya users: load the plugin hlslShader.mll from you plugin/prefs make a hlslShader node in the hypershade, load the *.fx file into the node - change viewport mode to TEXTURED, not high-quality. you must use the .fx written up for maya, not the one from the original post, as max and maya have some subtle differences, such…
define 'define'. litSphere shading samples a texture based on the view vector, changing the sample vector to a arbitrary 'light vector' will give a different, although generally undesirable effect. the problem with expanding this Shading Through Texture concept is that these litSphere images combine various different…
dx9 material and the fx goes in the fx slot then the images in the image slots, and then drag the material onto the mesh ... kinda should work edit: a shaderfx node for that shader was ueber awesome also this: http://www.pixelcg.com/blog/?p=165 now i want more of them spherers, those are interesting
and now how about making it usefull with atleast a diffusemap and such stuff, i still didnt understand the math really (from what i know is retransformating the normals from tangent space to camera space so that the normal vector points to the correspondending pixel in the spheremap) i tried to acomplish this in shaderfx…
Hey anybody know how you can use the Matcaps from Zbrush as a simple image file ? They have them in some strange .ZMT format which Photoshop cant open. I'm not a Zbrush user so I don't really want to go and install Z and open it up everytime to take screenshots of spheres... Edit: btw I didn't know the math would be this…