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#22 (permalink) |
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Senior Member
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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!
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Last edited by Xoliul; 25-03-2009 at 04:18 AM. |
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#24 (permalink) |
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Senior Member
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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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#27 (permalink) |
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Senior Member
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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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Hélder Pinto ~ Level Artist |
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#30 (permalink) |
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Senior Member
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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. 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.
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Last edited by Xoliul; 18-04-2009 at 10:14 PM. |
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