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Old 01-07-2009, 04:33 AM   #201 (permalink)
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What is the problem exactly?
Don't know how to get into the plugin window?
Or don't you know where to install the plugin?
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Old 18-07-2009, 03:14 PM   #202 (permalink)
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Question

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Originally Posted by NajumAnwar View Post
Tiros: thanks for the link! Definitely helps out a bit. So I messed with it a bit further, and I got the texture working, but it does not work in high quality rendering. Maybe there is something else I need to change? Here is an image of what im talking about.




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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Old 19-07-2009, 02:01 AM   #203 (permalink)
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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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Old 29-07-2009, 02:03 PM   #204 (permalink)
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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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Old 29-07-2009, 02:40 PM   #205 (permalink)
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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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Old 20-08-2009, 01:29 PM   #206 (permalink)
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Direct shading Alpha transperency

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Originally Posted by Tiros View Post
I'm pretty sure you keep the alpha in your diffuse, then tick a small checkbox enabling the alpha in the texture.
So i need to use a .psd file for the diffuse including alpha informations and then do the check in the respected check box?"
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Old 20-08-2009, 02:10 PM   #207 (permalink)
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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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Old 05-09-2009, 11:29 AM   #208 (permalink)
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UT3 can also import .tga files, that is what I use for almost any model I create And you are correct in the dds compression (although you can defer compression during import so it doesn't take as long to import).
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