Forward shading won't look your scene look better. Its an older method that supports less features, and can be cheaper to render. This is why VR projects prefer to use it. Although I still prefer deferred even in vr. The forward shaded transparency CAN be used without enabling full forward shading.In that case, your scene…
hey ji styles an artist i work with, eric chadwick, sent me a link to your shader you made. great stuff, thanks for sharing it. i did a screen caps of some of my work using your shader.
Oooh nice, this looks great as a next project. Make sure to post your earliest block outs, as shaded wireframes. So you can get the benefit of early/often feedback.
Hey guys and gals, I'm new here, so plaese don't be too harsh. Anyway the problem i'm getting is strange shading on static meshes. (Check images below) I'm running UDK July 2012. It's modelled in Google Sketchup, triangulated and then exported as an .fbx. The texturing is also done in Sketchup, which doesn't invole a UV…
Hey guys, I just wanted to share this shader I made. It's a bit on the expensive side (90 - 115 instructions, depending on static switch params), Anyways I took the idea from Chris Albeluhn (http://www.chrisalbeluhn.com/work.html) and just really added to it. [ame] http://www.youtube.com/watch?v=e_IvXOPa_gE[/ame]
Yeah that's what I was looking for. I suppose your created this manually with FX Composer or similar? Thanks for sharing the shader Brice, not sure I can really read what it actually does. Care to break it down in laymans terms? :) hijak> Yeah, Brice is a synonym to CGFX. Been praising his Fake BRDF shader since long now.
There is wierd shading issue with this particular corner on both sides of the mesh, there is a edge that is marked sharp and is a uv seam in blender, but in marmoset i get this shading issue. UV is ok, there is no interlacing verts, idk why this is happening plz help
Hey guys, I'm doing an art test at the moment for a contract using 3dsmax and the model needs to make use of vertex shading. I have never used it before so really my question is a how to? I can make vertex colour work in the viewport but not the shading which is what I need. Thanks for any help.
I'm a newbie trying to learn normal map baking, I'm using Maya 2008 and for the most part it's going well except when I try to bake cylinder type shapes. I've been using Ben Mathis's normal map workflow http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm to help me but I still can't seem to get the same results as…