I was wondering if anyone has used the Shader FX in new Maya LT? If you have, did you like it?
I have gotten familiar with it the last two weeks. The only node based real time render network I’ve just before is Mental Mill. I tried to fake refraction in the conrea of the eye. Any feed back is welcome (both from you who have and haven’t used Shader FX).
[QUOTE=hogjonny;23945]Cool shader… I was glad to hear about shader fx (because I wish they had continued the release of mental mill)
I hope they integrate this into regular maya.[/QUOTE]
Yes, hopefully it will be a part of Maya 2015! I miss some features though, which I hope they will add. There is petty much NO documentation in what so ever. If you liked Mental Mill, you will probably like Shader FX.
Nice looking shader, Ella! Kees Rijnen who developed ShaderFX for Autodesk is pretty active on this forum. I bet if you post the items you’d like to see added, he’ll take a look at your suggestions. Did you notice that he shared your video at shaderfx.com?
Thanks bcloward! Yes, Kees mentioned it to me at polycount. I will continue wokring on it today and like update you guys how it goes when I have some cool results.
I’d love to play with ShaderFX, but those of us with full Maya cuts will have to wait. I was really surprised that a full Maya license doesn’t allow the use of a cut of LT since the latter is a subset of the former.
That eye looks great! How’s the export work for getting the shader into a game engine? Anything too tricky?
[QUOTE=kattkieru;23973]I’d love to play with ShaderFX, but those of us with full Maya cuts will have to wait. I was really surprised that a full Maya license doesn’t allow the use of a cut of LT since the latter is a subset of the former.
That eye looks great! How’s the export work for getting the shader into a game engine? Anything too tricky?[/QUOTE]
Thanks Kattieru!
I’m using a Maya LT student version at home right now. Hopefully the missing features it will be included with Maya 2015!
When it come to exporting, I haven’t tried to import the shader to an engine. I exported the shader to cgfx and opened it with regular Maya and I had problem with the transparency. I will update you on this subject.
I’m interested in doing a quickie PBR proxy shader, using an UE4 style metallicity approach.
Is there anything magical about the SimpleGameShader node, or is it just a compound? Am I correct that it’s just a compound node that takes some number of per-pixel inputs and returns a float4 – in other words, is it basically just a pixel shader? Or am I missing something?
Not sure if its the same for Maya LT but the game surface shader is both pixel and vertex. Not on maya atm but if memory serves me correctly, you have to active advanced mode in Settings and a little box should pop up for the material. If you click that it should jump you inside the group. If you are looking for reference, take a look at Kodde’s PBR shader implementation. kostas.se » TGA Physically Based Shader Believe there is an implementation of metallic workflow (not sure how close to UE4). Cant access Polycount atm to check
I was playing with that one, and I managed to open it up. I really dislike the fact that you can’t easily ungroup-regroup nodes ! It’s hard to dig in because every time you open a group the screen turns to spaghetti.