I'm guessing I'm just being stupid since most of the tutorials I watched are core HSLS video. HSLS in 3DS Max by Ben Cloward (CG Academy) and ShaderCGFX for Maya (eat3D) go through such basics and almost always end up NOT translating well for UDK. I was going to make a Strauss lighting model alongside Oren Nayar, but the…
Tutorials are for chumps. :-P Seriously though, you may be better off with language reference than a tutorial. Search for HLSL on MSDN and you'll have a full function listing and syntax help etc. Cg is a subset of hlsl. Meaning everything you can do with Cg can be done in hlsl and more. The syntax is Identical. edit: ok…
On the topic of HLSL does anyone know some good tutorials especially in regards to UDK. I'd like to make a custom node for the C term using the simplified formula, but I have no idea where to start.
It depends on how you learn best. Personally I highly encourage you to reverse engineer a sample material that comes with your dcc app. Grab an hlsl reference to check what stuff is that you can't intuit. And or slog through building your own blinn material. :) Actually this reminds me. I wrote a tutorial like 5 years ago…
Which is what has been driving me mad, most tutorials show a basic setup which still mimics the same 'issues' found in the material, the ones that try something 'new' (like eat3D's Shader DVD) end creating a 100% transmission based material for the lambert, which is still wrong, unless you apply it on a sphere model or…