melviso> No I'm afraid not. I'm not sure if it's possible at all with CGFX-shaders in Maya? Autodesk did add their own DX11 Material shader node in 2013.5(?) and obviously they get the same shadow possibilities with this shader as the rest of their shaders, so it should be possible to get real-time shadows in a similar…
Hey, im trying to get the shader working in maya 2012 but the CGFX shader node just appears pink, even when i add textures into the file slots. I think i'm doing something extremely wrong? The CGFX plugin is loaded, i've created the cgfxshader render node in hypershade and have applied it to my mesh. I'm using highquality…
xalener> I wish I had a solution for you :( I'm not certain that this is an issue with all ATI cards and CGFX shaders. None of my CGFX shaders work with ATI cards and I'm not sure why. I author my shaders in Mental Mill and do post tweaks in Notepad++. This issue probably some issue from the generated Mental Mill code, but…
EarthQuake> Nope, pretty much a gloss map afaik. The substance map controls the specular color and fresnel term. This should be sampled from IOR based values if you're aiming at realism.
Shadow Maps sounds exciting. Definitely would read the code if you put it up :) Out of curiosity how do you render the shadow map? Is this something been done through the hypershade and you're plugging that in as a file?
Yup absolutely. You can take a look inside the AutodeskUberShader.fx we provide to see the shadow code. In short you need to add the shadow map textures and matrix with the correct semantic and then it is a matter of correctly sampling the shadow map that Maya provides.
Hey guys, Regarding shaders, I do not think this is possible in the old CGFX plugin of Maya unless you change its code and re-compile the plugin. However, Maya itself, in viewport 2.0, is definitely capable of doing shadows in cgfx (as well as DX11 as you mentioned). For DX11 we just happen to build the functionality into…
Frozan> Thanks. I'm afraid I don't have any new examples, at least not that are my own. Most people I know who use this shader(mainly my students) use it as an intermediary format for their game projects where they use PBL shading. When it comes to portfolio renders many resort to Marmoset instead. Kind of hard to compete…
melviso> Both work fine, it's mostly two different shading principles. They use a bit different textures. The KoddeShader 2.0 uses the more traditional kind, the kind you will find more tutorials and material concerning. The TGA PBL shader uses Physically Based Lighting oriented textures instead, a newer way of shading…
Hey guys, I wanted to share a new shader with you guys. First off, a big thank you to my colleague Niklas Hansson whom I created this shader with. He's the guy with the theoretical know-how of the inner workings of this shading method, he helped out with guiding me through the shader creation in Mental Mill as well as some…