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Make a clear blueprint in max [TIP]


cupsster
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that's fantastic..... can't believe I never used that before, thanks for posting

 

if you needed it to render you could setup a shell material to use the directX shader in the viewport and any other kind of shader for the render

Edited by BrianKitts
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HowTo

In general DirectX Shaders are useful for game artist for previewing their assets before they export to game engine to visually check mapping, textures and animations.

 

1. Create DirectX shader.

 

01.jpg

 

2. If you creating new one discard current material.

 

02.jpg

 

3. Load proper shader type You want to work with.

Here is basic one with at least Diffuse and Normal map: "DiffuseBump.fx" For pretty basic parameters.

 

03_DiffuseBump_fx.jpg

 

or You can go for little enhanced version: "StandardFx.fx"

 

04_StandardFx_fx.jpg

 

 

Shaders which comes with max are usualy in "maxRoot\maps\fx" folder. There are bunch of them. Try them, it's easy.

They are in written for standart Microsoft Direct3D *.fx and nVidia CgFX *.cgfx shader languages. So if You have MentalMill You can load Your shaders easily.

These shaders accept maps in formats: *.bmp, *.dds, *.jpg, *.png, *.tga.

As always it's required to setup correct mapping and map channel for textures.

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Perhaps this means that my current graphics card does not support DirectX shading? ...I am on a low end Quadro currently. 580 or something like that.

 

I'm not 100% sure but seems to me like graphic card issue.. Try StandardFx instead. Don't know inner working of max when it compiles shaders. Or you can download some other shaders from links I posted and try them. Don't know purpose you're trying to archive :)

Eg.: When I load shader which use DirectX10 methods I get compilation error cause my graphic card is quite old :D and doesn't support this instructions contained in shader. But in that case you should see error message directly in MaterialEditor just below Reload button in TextField UI element.

Mine Error for DX10 Shader looks like this:

ID3DXEffectCompiler: There were no techniques
ID3DXEffectCompiler: Compilation failed

 

In shaders it is important to realize that correct display is dependent of "techniques" they are using.. Their code is like Photoshop but realtime, so different shaders requires differen SM [shader mode(l)] level eg SM3.0, SM4.0 most modern cards are at least SM 3.0 I think. Check Your card manufacteur docs to ensure up to which SM it can support.

 

More info: wikipedia about Shader

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