Revel> Thank you for trying it out. There's one parameter missing in your screenshot there which shows up in Maya, which is called "invertY". What it does is pretty much turn the ramp textures upside down if you check it. I think that's why you would need to enable judging by your screenshot. The reason for the parameter…
Ah I see...sorry for my lacks of understanding about coding...I only code using flash action scripting...well, just to move ball from 1 place to another lol. Now that's explain why when I put omni light I only see a permanent light source position, because when I put it let say in top viewport there is no way to changing…
Revel> Realtime shaders like this one have lights coded in the shader code. There are only directional lights in this shader. You might be able to link a omni light in max, but that won't change the matter. I'm guessing you have managed to link the omni light to define the shaders directional lights direction. If you want…
Revel> Oh that's right. The minimum of 0 is set by the UI code in the .fx file. You cannot manually type in a negative number? We have this in Maya, quite useful sometimes. I can just invert this function for the max shader if it turns out that a negative value would do the trick. Material ID's sounds like different…
DUDE IT WORKS!..lol, sorry I just too happy right now :) Ehrm, ok so I try google about "multiple UV set" topic for Max and didn't really get a clear explanation. But I did found some topic about changing the mapping channel, so what I have to do in Max just apply another Unwrap UVW Modifier and change the Map Channel…
Yes..Dude, you're a genius! I can only able to imagine how things work but you can make it real!.. lol :) Just to help you visualize my steps to set it up correctly in Max; 1. load a DirectX Shader type and apply your sketch shader 2. plug in all the necessary maps 3. apply unwrap UVW modifier and set a map channel 4 then…