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#11 (permalink) |
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New Member
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Hey Guys,
well you say we should use Real Time Rendering, so which Shader do you use for that? Dollyes Shader? His Shader is really awesome, but I need more, like Spec Color, Reflection/Cube Maps.... -More Lights. -And many other things. Or do you Guys know some other great Shaders? Or do you use Max Hardware Map Preview? I tried ShaderFX but I have ATI and ATI Cards and Shader Model 3.0 wont work with Max properly. Nearly no Shader works. Best Regards. DarkDali |
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#13 (permalink) |
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New Member
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You are a lucky Guy, but me not.
I have the ATI HD 3850 Turbo Edition with Shader Model 4.1. But the Problem isnt the Graphic Card, because I read that Max has Problems with Shader Model 3.0 and ATI. Dunno why. Maybe some of you can help me, because I really would like to use it, but I cant. SSS is not working, Fur, Reflection arent working properly, basicly every Shader who needs Shader Model 3.0 wont work for me. I read it also on the Developer Site. They said 3ds Max has Driver Problems with ATI and the Shader Model 3.0 Best Regards. DarkDali |
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#14 (permalink) |
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Freelancer
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DarkDali: You're free to use any shader you want, some shaders are (ofc) by far superior to others, and we've had this "everyone should have equal rights to win" etc. etc, but I don't think we should be so serious about it really.
So, just use any shader/Game engine you want, aslong as you're happy with it, then allswell ![]() Cheers!
__________________
- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#15 (permalink) | |
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Forum Leader
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Quote:
1 whole GB of Ram (512mb was the norm when i bought it!), Nivida GForce4 440 Graphics card! It will run Hammer just about, but Unreal 3 ed is out of the question. Ahh well, maybe after Xmas I'll be able to afford a new system ![]() |
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#16 (permalink) |
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Freelancer
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Important: Read this! If you're not some who is/or will be participating in the STC's. Then no, this isn't important. But if you are, then please read the following message. Since the last change of rules, where a screengrab from a 3d-application or game-engine were required. There's always been people continuing to submit rendered entries. I'm aware that all may not know of the rules, and therefore I added the message underneath the banner of each STC, saying you should read and be aware of the rules while entering the challenge. However, it seem that didn't improve the situation. So now it's come down to two options. Either I disqualify about half of the submissions being submitted to the STC's, or I change the rules again to allow renders. I'd like to hear your opinions since it's afterall you guys/gals I'm hosting the challenge for. And sending a bunch of PM's to all the users who render their submissions isn't going to work. If I don't get any reply to this post until the end of the current challenge, the rules will be changed to allow renders in submission. Cheers
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 12-01-2009 at 09:50 AM. |
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#17 (permalink) |
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New Member
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Sorry, my bad I didn't read on this thread the rules, and now i saw that renders aren't allowed, I only read the rules from the current Speed Texturing competion - "MiniMonster" where I saw this phrase: "you must submit a 800*600 or 1024*768 render so I thought were allowed...but, I think renders should be allowed in submissions to relieve ur textures, if you can in a game engine, why shouldn't you use a render engine from the software ?...
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#18 (permalink) |
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Game Art Student
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err, a viewport shader in max is like download, load and printscreen, i say we just all look for rendered images, and when one comes up, just not accept it as an entry, how beautifull it might be, people won't make the same mistake twice i guess :P
maybe a link to the viewport shader doyle created (or another one) with the STC topics will help? Last edited by Fox; 12-01-2009 at 10:22 AM. |
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#19 (permalink) |
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Senior Member
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realtime screenshots only. definitely.
its especially important for beginners to learn some of the important aspects of texturing for games like AO baking. IMO its also an important skill for game artists at least to know how realtime shaders work and what they can do and what not. maybe just add a significant red attention box explaining it to new contestants on a place that cant be overlooked.
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portfolio: svenweiss.daportfolio.com |
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#20 (permalink) |
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Freelancer
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Glad to hear you guys agree, realtime screenshots it'll be then I think. But let's see if anyone else coms by and drop their opinion. So far it seems 3 vs 1, including me
![]() VertX: I understand that you might want to render out your submission. Rendering is a nice feature indeed, although, it may treat the texture/object very differently from a shader most of the time. Atleast it never looks exactly the same. Anf ofc, the shaders rarely look exactly the same as a game-engine aswell, but it's closer. Trust me, once you started grabbing screenshots with a shader, and have done it for a while, you won't regret it. It's also a good thing keeping screengrabs on your folio and using shaders rather than renders.. unless you nessecarily have to render or work with CGI etc. ![]() Oh, and about it saying "renders" in the banner, that was my mistake. I'll make sure to fix it. Cheers!
__________________
- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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