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Old 24-03-2009, 08:51 PM   #21 (permalink)
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This shader and the old edit of doylle's (1.5) display object-space normal maps very differently. I'm wondering which (if either?) is correct.
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Old 25-03-2009, 04:08 AM   #22 (permalink)
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Oh, to be honest, I haven't tested Object Space normalmaps yet with this one, but I just copied my code from the 1.5 shader since I knew it worked. Will test it now.

Edit: okay, the Flip Green Channel button didn't work for Object Space normalmaps. That's fixed now, new version 1.01 is uploaded. Thanks for pointing that out, Kaskad!

Last edited by Xoliul; 25-03-2009 at 04:18 AM.
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Old 30-03-2009, 04:02 PM   #23 (permalink)
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Hey would it be possible for you to add a swap green and red channels option to the normal map slot so I can use my object-space bakes from xnormal in the max shader without needing to swap them manually in photoshop?
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Old 30-03-2009, 04:18 PM   #24 (permalink)
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Sure can do, will be in the next version!
Also I uploaded some free cubemaps on my site. I converted the samples from Paul Debevec to HDR DDS format, for people who don't know how to make these themselves. The link is on the shader page also: Laurens Corijn | 3D & Technical Artist
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Old 30-03-2009, 11:40 PM   #25 (permalink)
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Nothing good or amazing like other people's examples, but using your shader so figured I'd post it anyway.
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Old 31-03-2009, 09:39 AM   #26 (permalink)
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Cool shit, I'll make sure to check it out =)
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Old 01-04-2009, 11:00 AM   #27 (permalink)
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This looks really nice, I've been using doylles shader for a while now, but I really like the improvements of this one. I'll give this one a try as soon as I can, GJ Xoliul.
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Old 14-04-2009, 05:26 AM   #28 (permalink)
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Looks good. Couldn't quite tell from the code, so I was wondering, what kind of technique are you using for the shadows?
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Old 18-04-2009, 04:13 PM   #29 (permalink)
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Hey, thank you so much for this, it looks fantastic. I recently reformatted however and have since installed 3dsmax 2010, any ideas to do with shadow support?
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Old 18-04-2009, 10:12 PM   #30 (permalink)
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Shadow support works fine in Max 2010, I tested it. My Nissan was done with it. I do want to add softshadow support to my shader, specifically for 2010, but I need some help for that since it's info only Autodesk engineers know (they don't really have help files or anything on this matter).
I'll do an updated version sometime soon btw.

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Originally Posted by JimmY-DigitaL View Post
Looks good. Couldn't quite tell from the code, so I was wondering, what kind of technique are you using for the shadows?
Shadows are application dependant since they need C++ code to generate them and so. That's why I'm using the Max-specific Shadow implementation (with the Shadow_functor). It's not reammy difficult, all there is to it can be seen in my code.

Last edited by Xoliul; 18-04-2009 at 10:14 PM.
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