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Old 08-22-2008, 01:47 PM   #31 (permalink)
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Awesome shader doylle, really like the new additionals you've made.

Just one slight problem though, the spec map only seems to be active when i'm zoomed really close into the model , when i start zooming out it just stars to disappear almost like a viewport clipping effect.

For reference i'm using a 7900gtx on Max 2008. Cheers

EditL: Slight update, I've just installed 2009 and now the spec/normal maps work fine from any distance expect the diffuse map doesn't show anymore :S

Last edited by skidu; 08-23-2008 at 10:52 AM.
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Old 08-27-2008, 09:07 AM   #32 (permalink)
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Hey, yeah this is great! Really handy to visualise models with!! Thanks a lot
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Old 08-31-2008, 10:59 AM   #33 (permalink)
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I'm having some trouble with the shader, it could be my system settings perhaps? Does anyone else get this?

If viewed from an angle the textures get blurred, even if I set the tiling up 15times more its still blurry



Anyone else get this?

Heeeeelp
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Old 08-31-2008, 11:16 AM   #34 (permalink)
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Turn on/up the AF in your gpu control panel.
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Old 08-31-2008, 12:40 PM   #35 (permalink)
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Messing with those settings fixed it, ty ^_^;
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Old 09-08-2008, 12:19 AM   #36 (permalink)
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Hey m8, props on the awesome shader! Using it for my "next gen" stuff.

Few things- In max 2009 the diffuse map doesn't work at all even after trying everything suggested here, just turns the model black. In 2008 and previous, it works fine. And on large models (bigger than the grid), the specular cuts out past a certain distance. If this happens, scale the model down. The opacity support is also a bit wack right now, since you cant see anything thats behind/inside the transparent part.

And since the specular wasn't strong enough for me, I used the tweak you posted in kimono's thread on cdg. Here it is for anyone who wants it here.

Quote:
Originally Posted by doylle
Cheers guys, glad you like the shader

About the specular, it's meant to be simular to Unreal (if that makes any sense, with the crazy material unreal has nowadays). However, if you want more specularity you can change some things in the FX file yourself, which will up the spec power. FX files are just plain text so you can edit them easily.

find this line:

Code:
return lighting.y  + (lighting.z * specularColor * specularColor * specMultiply );
and replace it with this:

Code:
return lighting.y  + (lighting.z * specularColor * specularColor * specMultiply * 10 );
That'll multiply your specular with 10. You can play with it untill you find something you like, or untill it matches whatever you're used to

cheers
thanks man, gr8 shader!
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Old 09-08-2008, 02:00 AM   #37 (permalink)
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Hmm, i was not aware of the issues with max 2009. I'm still using max 9 myself here, maybe it's time for an upgrade...
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Old 09-08-2008, 08:26 AM   #38 (permalink)
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I looked into the Max 2009 issues, you have to set the 2D samplers to wrap.
For every texture sampler, add this:
AddressU = WRAP;
AddressV = WRAP;

Seems like this setting isn't the default anymore in 2009, so you have to make sure to set it manually.
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Old 09-10-2008, 12:13 PM   #39 (permalink)
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very nice, thank you very much !!! no rendering anymore yeah
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Old 09-10-2008, 03:17 PM   #40 (permalink)
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wow iŽll give this a try as soon as i get home. thanksgiven in advance
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