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Old 16-08-2010, 02:07 PM   #251 (permalink)
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Can someone point me to a place to read up on how to get this to work in Maya. I followed the small Maya setup section in the FAQ section. While it loads and is there, after inputting some files, my object remains white in the viewport and green in the render. Maya 2011. I am pretty sure I missed something somewhere, but according to those 3 steps, I should see something, correct?

used
Viewportshaderfaq | Laurens Corijn

thanks


-edit- might have spoken too soon, Think I may have it. But more reading on the Maya side of this would still be cool.

Last edited by PermaGrin; 16-08-2010 at 02:09 PM.
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Old 20-08-2010, 01:41 PM   #252 (permalink)
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Is there a way to disable backface cull so the polies would be 2-sided? Even I got it disabled from object properties I can see through from the other side of the polies. I'm modeling really lowpoly F1 and I'd like to use 2-sided polies.
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Old 20-08-2010, 06:22 PM   #253 (permalink)
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Originally Posted by Johnas View Post
Is there a way to disable backface cull so the polies would be 2-sided? Even I got it disabled from object properties I can see through from the other side of the polies. I'm modeling really lowpoly F1 and I'd like to use 2-sided polies.
I believe there is a setting for 2-sided polies toward the bottom of the shader properties. If I remember correctly there is a drop down list that will allow you to achieve this.
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Old 20-08-2010, 11:56 PM   #254 (permalink)
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:facepalm:

Yea there was, just need to change Technique setting from the bottom. Thanks!
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Old 22-08-2010, 02:58 PM   #255 (permalink)
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Does this shader use the same tangent basis as Xnormal and Unreal? I'm getting dark spots and smoothing errors on bakes from Xnormal.


dont mind all the other mess i havent adjusted the cage for it
this is baked with uvs split along hard edges of 45 degrees or higher, I can't seem to figure out why its doing this.. the back part is seperated from the circle too..still no difference
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Last edited by NautalusX; 22-08-2010 at 03:51 PM.
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Old 22-08-2010, 03:52 PM   #256 (permalink)
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It uses Max's tangent basis, as far as I know.

Which means if you're baking in xNormal, you'll need to tell it to use the Max tangent basis plugin rather than it's own basis.

Unreal uses it's own one, too.
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Old 24-08-2010, 01:34 PM   #257 (permalink)
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ok where do i get a max/unreal/marmoset/crysis tangent basis plugin for xnormal? I've searched all over for a download...I have to learn how to program one? tutorial?
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Old 24-08-2010, 08:10 PM   #258 (permalink)
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i have problems with the GrabViewport Script. Everytime I select MaxScript -> Run Script and the script nothing happens or appears. I use Max2010 and I don't use very often scripts. Any suggestions?
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Old 31-08-2010, 03:49 AM   #259 (permalink)
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This shader is bloody fantastic! Would it be possible to add vertex blending (for terrains and such)? Or is there an existing viewport shader that does that?
I second this! It would be very useful indeed. A valuable addition to an already great shader.
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Old 31-08-2010, 04:09 PM   #260 (permalink)
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Is there any way to have realtime environment map in viewport using your postshaders?
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