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Old 05-08-2008, 04:18 AM   #1 (permalink)
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3dsMax Viewport Shader


This is a viewport shader i've been working on in the last few weeks. Some people asked me if they could have it, so I made this version with the most common maps. There are a number of known issues i have yet to fix, like the number of lights, the specular/glos settings.

How to use:

Open your material library, and instead of choosing a Standard material, choose a DirectX Shader. Keep old material as submaterial. Now browse to your fx file and apply the material to your model. Make sure that you have two omnilights in your scene, and that you set both of the in the shader, if not rendering will not be correct.







Current Features
- Ambient Lighting
- Diffuse, Transparency, Specular, Gloss, 2 times Normal map, Self illumination and shadowmap.
- Sharpen option for diffuse texture
- Detail normal with adjustable strength
- Rim light effect
- Up to 3 point lights

To Do list:
- Add Cubemap Reflections
- Light distance attenuation
- ...

Suggestions and requests are very welcome,



Updates
July 15th, 2008 - added a newer version that supports up to 3 lights. The rest of the code has not been changed.

August 17, 2008 - Cleaned the pixelshader somewhat, added a few new features (Ambient light, Detail normal map, SI map mulitplier, sharpen feature for the diffuse map.

Samples
Attached Files
File Type: rar MaxViewportShader_1.0.rar (3.1 KB, 181 views)
File Type: rar MaxViewportShader_1.0_3Lights.rar (3.0 KB, 158 views)
File Type: rar MaxViewportShader_1.1.rar (3.3 KB, 218 views)

Last edited by doylle; 08-17-2008 at 03:56 AM.
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Old 05-08-2008, 04:26 AM   #2 (permalink)
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Cool, man, I'll give it a go when I get home

Thanks for sharing.
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Old 05-10-2008, 01:50 PM   #3 (permalink)
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That's a pretty neat shader you got there Doylle. As for the diffuse/specular I didn't really notice much of a change from the default one other than that yours had a bit more saturation to it.. though it really worked well with the normals

Havn't tried out any other maps yet tho.

Well, if one may request something.. then I guess it'd be being able to use DX display. But perhaps one can already? I've never actually used these shader thingies before

Cheers
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Old 05-20-2008, 04:33 PM   #4 (permalink)
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does it support 32bit textures? or 24bit? iono why but some .tgas make the whole model go black
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Old 05-20-2008, 11:47 PM   #5 (permalink)
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It does support alpha's, but only in the diffuse. There shouldn't be any harm in putting alpha's in other textures, although they will not do anything... Could you post a screenshot of the mesh and the current shader settings? That might help out a bit.

thanks for the heads up
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Old 05-21-2008, 02:39 PM   #6 (permalink)
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It only happens with the diffuse, if i turn the checkerbox off everything shows correctly (without diffuse map ofcourse).
It seems to only have this issue with .TGA textures. jpg and dds works fine.

http://img519.imageshack.us/img519/8...board03oa3.jpg
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Old 07-15-2008, 10:43 AM   #7 (permalink)
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Thank you very much for sharing this with us, this is definitely going to prove useful.
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Old 07-15-2008, 11:43 AM   #8 (permalink)
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cheers guys...

@ chris89: Is it possible that your tga is not a power of two? Appearently those don't work either, I found out by accident, and my mesh turned black too. So I think there's a chance that you have the same problem...
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Old 07-15-2008, 09:08 PM   #9 (permalink)
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Hmmm, I am running max 9, but the shader gives me an error (i don't get any parameters). Anyone else have this problem?
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Old 07-16-2008, 02:00 AM   #10 (permalink)
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Quote:
Originally Posted by swag View Post
Hmmm, I am running max 9, but the shader gives me an error (i don't get any parameters). Anyone else have this problem?
Does your graphics card support Vertex and pixelshader 3.0. If it doesn't then this is most likely going to give problems...
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