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#202 (permalink) | |
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New Member
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but hey" i don't have the hlslshader.mll in my maya plug-in-manager how do i get the viewport shader in maya? |
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#203 (permalink) |
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Industry Artist
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Hmm, strange, it should be there normally. I don't know if 8.5 supports hlsl, but i would suspect so...
but either way, even though it kinda works in maya, it's not really supposed to be used in maya. The UI is completely messed up for this reason... |
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#204 (permalink) |
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New Member
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But whatever i don't think Maya is used as much as 3Ds MAX is being done at present
isn't it?" since its very NODE y kind of software where it take time to connect and and keep on finding the particular stuff!" And hey!" I am still unaware of how to use the transparency map or so called Alpha map for the same, in the Dx i mean directx shader! or is there any new or seperate .fx thing to use that?" i wanted to know this since long time!" THANX friends!" ![]() Last edited by Tiros; 29-07-2009 at 02:40 PM. |
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#205 (permalink) |
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Multi-Award Winner
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Merged your posts there if you don't mind
![]() You store your alpha in the alpha channel of your diffuse, then activate it with a tickbox in the shader.
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#206 (permalink) | |
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New Member
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Direct shading Alpha transperency
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#207 (permalink) |
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Multi-Award Winner
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.png .tga .dds .bmp - just pick one, they're all able to store alpha-channels
![]() Usually, when going about previewing stuff with a viewport shader i use a .tga and .bmp to avoid compression.. If I'm working on just some random thing, then usually tga's. If I'm working with UT3, then usually .bmp's, as I don't believe UT3 is able to import .tga files. Keep in mind however that theses images usually takes up quite a lot of space.. For UT3 they automatically get converted into dds on import I think. Atleast they use dds compression. So if you're going to use it for a game .dds and .png is the most common ones (I think)
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