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cgFX shader in FX composer
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  • Son Kim
  • Posted: 14 October 2008 04:00 PM
  • Location: California
  • Total Posts: 325
  • Joined: 15 February 2007 03:42 AM

I’m looking thru the documentions for FXcomposer and all this shader code stuff is like black magic for me(non technical artist). I’d like to request some videos that cover how to write custom shaders that work in Mudbox 2009. It should be done in a way that a laymen would understand it.

good starter would be a shader that has those channel:

diffuse, normal , transparency, specular. This would be great for game artist.



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  • GhosTDoG
  • Posted: 14 October 2008 04:54 PM

dito. the entire cgfx shader stuff is nice, but as an artist you cannot benefit from it, cause you need someone to write these shaders for you and mudbox is an artist tool, no coder tool. as is said in another thread, a realtime shader for diffuse, normal , transparency, specular, especially normal mapping would be very helpful for game artists.

>> we can make funny looking stuff with lots of colors, but we are simply too stupid to write things with numbers, strings, variables or functions.  ;) :p



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A node based shader creator much like unreal engine 3 for hlsl shaders would be HUGE for artists who are not technical enough to write the shaders in text format.



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  • GhosTDoG
  • Posted: 14 October 2008 05:46 PM

... or like shaderFX for 3ds max. easy to use for non technical people.



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  • 2byts
  • Posted: 14 October 2008 06:24 PM

isnt mental mill supposed to be exactly that?



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Yeah, good news… mental mill is EXACTLY that.  Tis free… go grab it now!

Of course, I still cant make an easy shader with it and have it load up without a string of errors- the documentation is written by a programmer who really needs to hang out with artists a bit more.



DAVE KING
_________________________________________
FREELANCE CHARACTER ARTIST | GAMES | CINEMATICS | FILM | TVC
http://www.daveking.com.au

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