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Old 31-01-2009, 05:39 PM   #121 (permalink)
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Is there any chance this could be modified to support more than one UV channel? I have been working on a project that requires the normal map to have unique uvs on a second channel.
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Old 31-01-2009, 07:54 PM   #122 (permalink)
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Should be able to quite easily, I know the shadowmap slot has a UV channel parameter.
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Old 31-01-2009, 08:27 PM   #123 (permalink)
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Definitely possible, if you're a bit tech savvy you should be able to find out how. If not I can do it for you.
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Old 31-01-2009, 08:53 PM   #124 (permalink)
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Hey, I keep losing this thread, had to find one of doyles posts, (there's new categories right?)

question,

I'm using planes for some low res hair, I have the shader applied and transparency working by adding the alpha to my targa. Just wondering if I can have 2 sided faces? I cant see a box for it, also its nothing to do with the transparency, with the shader I cant see any backfaces/2sided faces.

I could work around it with applying a different shader for hair, just wondering if I was doing something wrong, ^_^;

thanks!
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Old 31-01-2009, 09:53 PM   #125 (permalink)
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Just clone and flip the polys.
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Old 31-01-2009, 10:11 PM   #126 (permalink)
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i know i could do that, was just thinking the option would be nice to have. ^_^;

perhaps 2 sided could be added to the next version of the shader.

Also, doylle, is the shader code written or are you using a program for it? I have questions about transparency and where that is in your code... the manual for the program I use tells me to put transparency it in the technique part of my code, but I have to replace all that to export to engine. Hmm Idea, just open your shader and read the code (urg I'm such a idiot). Yep just looked, AlphaBlendEnable = true; in the technique, hmm I'll have to check on monday at work.

I'd still like to know if you're writing it or using a program, definatley looks written in code, I can tell by the comments, shader packages spit cgfx out without such helpful comments cheers!
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Last edited by Addi; 31-01-2009 at 10:19 PM.
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Old 01-02-2009, 01:52 AM   #127 (permalink)
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Yea, the two sided polys don't work in the current released version. That will be fixed in the next update.

Although there are some of programs that can create FX files for you, i prefer to write them in notepad. I want to know exactly what's going on. As for the alpha blending, yea, don't forget to set it in your technique

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Old 01-02-2009, 06:21 AM   #128 (permalink)
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You could create a second technique with "cullmode=none". That way your shader will be drawn 2-sided.
You're gonna have some problem with the transparency draw order though, Addi. Certain polygons might occlude each other and so, not much you can do about that.
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Old 02-02-2009, 07:54 PM   #129 (permalink)
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Kick Ass Shaders Man. finally able to work in Max In Real Time, none of that Alt-Q ing to see how shit looks.
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Old 09-02-2009, 11:09 AM   #130 (permalink)
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Hey, I have a quick question for you.

Does the shader support double sided faces? and if yes, how do I use it?

The fins on my little fish are planes and I want them to be visible on both sides. (they are for a game, but it would be cool if I can view them in the viewport while working on them)

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Last edited by Tom; 09-02-2009 at 11:11 AM.
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