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DirectX Shader Material Extension, Parsing, and Export
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  • Location: Liverpool
  • Total Posts: 2
  • Joined: 22 April 2009 01:00 PM

Hi,

Some questions on extending the DirectX Shader material based on these assumptions:

Assumptions:
i) The DX shader material is based on an implementation of the Ashli parser which may not be configured or implemented consistently between viewport rendering and export;
ii) Real time lighting support remains with the 3DSMax specific RefId and LightRef annotations with only colour, position, and direction associated with them;
iii) Only direction and point lights are supported.

Questions:
1.
How deep do I need to go into a custom DirectX shader material implementation to extend the real-time lighting for attenuation? Are there undocumented features that tie the shader lighting to the scene lights other then those assumed above? If not then is there any other accessible point above a fully custom viewport render and scene traversal with a new parser that will deliver deeper bindings from the rest of the 3dsmax scene to the vertex and pixel shaders we implement here?

The IDXMaterial class has the following documented enumeration of light semantics are they all supported in the parser for .fx files in viewport and in export:

enum LightSemantics
{
LIGHT_COLOUR,LIGHT_DIRECTION,LIGHT_POSITION,LIGHT_FALLOFF,LIGHT_HOTSPOT,LIGHT_ATTENUATION
};

2.
What differences if any are there in the preprocessor parts of parsing for viewport and export. We can #include “<file>.fxh” for viewport render but cannot for export. Is that right? We’re suffering from RSI and human error with cut and paste as the implementation.

Cheers,
Martin Nicholas
Magenta Software
Liverpool



Replies: 0
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What do you mean by export?



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