Autodesk set up a site where users can post things that they’d like to see added or improved in future versions of 3ds Max. Laurens Corijn (Xoliul) requested that Autodesk improve their support for FX shaders in the vieports. I support this request and would love to see more tech artists jump in and vote for it as well. You can find the page here.
My main problem with what Autodesk is currently doing (and I posted this in the comments section of the page) is that they’re adding lots of features to make their own built-in materials work in the viewport, but they’ve neglected support for custom-written FX shaders. What they’re currently doing is beneficial to individual users and pre-vis companies, but for game companies it’s the opposite of what we need. In my experience, game companies write custom shaders that match the appearance of the shaders in their game engine - so that artists can see what they’re going to get before they export. So we need the viewport to have strong support for custom user-written shaders.
Head over to the site and let Autodesk know what you think.
Yes, this is max only. I am not really aware of the directx shader support for maya. Most of the directx shader related complains I have heard are max related.
Even you are not using max, I would be nice to have some votes from all the tech artist here.
[QUOTE=Nysuatro;13270]Yes, this is max only. I am not really aware of the directx shader support for maya. Most of the directx shader related complains I have heard are max related.
Even you are not using max, I would be nice to have some votes from all the tech artist here.[/QUOTE]
In Maya
I would love it if post shader effects and anything above sm3.0 was supported.
any viewport 2.0 improvements are welcome! Would love if geforce/directX active stereo 3d was supported in viewport 2.0 ( exxagerated “toyified” convergence brings a realistic immediacy to sculting that really helps nailing down charming volume “quickly”! ) Now I suffer with anaglyph and having to review in engine :mad: .