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Aily

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Everything posted by Aily

  1. Is there any way to do this? like this: for mat:tmaterial=eachin USEDMATERIALS setshaderfloat getmaterialshader(mat),"some",0.5 next
  2. Development is closed, all focus on LME.
  3. Postet new version and VIDEO, changes described in: http://leadwerks.com/werkspace/index.php?/files/file/166-lme-advanced-materials-for-arbuz-22-gmf-exporter-and-leadwerks-232-shaders/
  4. When I'm using "Framework leadwerks.engine" EXE size is about 2mb. There is many modules that I'm not use, how to exclude them? Or how to connect only leadwerks-needed modules by "Using" command to decrase EXE size?
  5. Yes, and you draw in realtime just in 3DS MAX viewport, and you cam see same picture in MAX viewport, and in Your's engine. It is easy way to model levels for 3DS MAX users. I modified some your standart shader code to blend cubemap reflection strength with vertex color.R * mask. And make my own MAX viewport HLSL shader, that using almost same algorhytm . I still have not time to make some video about this tool
  6. File Name: LME: advanced materials for Arbuz 2.2 GMF exporter and Leadwerks 2.32 shaders File Submitter: Aily File Submitted: 13 Aug 2010 File Updated: 01 Oct 2010 File Category: Tools and Utilities FEATURES: What you se in 3DSMAX viewport is what you get in Leadwerks application! 1. Diffuse, bump, bump scale, cubemap reflection, specular,glossiness, map for masc spec/gloss/reflect. 2. 2 layer with same (diffuse,bump, etc...) now mixing by texture mask (in second coord channel) 3. GI map from 3DSMAX. For this feature some reworked standart Leadwerks lighting shaders. 4. Now textures copy is working. 5. Viewport shadows now working! Wee checked VertexColor mix speed, and it decrase FPS about 50%. So wee discard this solution and added mixing by texture mask (it decrase only 10-20% speed) Video is not actual anymore, because of many changes... You need Arbuz GMF exporter 2.2 and Leadwerks 2.32 1. download it 2. unpack 3DSMAX_LME to any folder you want. 3. copy updated GMF_MaterialExporter.ms from 3DSMAX_LME to yours 3DSMAX/scripts/startup folder (replace standart Arbuz's exporter). Don't warry, i not changing standart exporter code, just added some new fatures to export LME. 4. Copy LME.fx viewport shader to your 3DSMAX/maps/fx folder (all standart fx viewport shaders are there) 5. open 3DS MAX and load 3DSMAX_LME\viewer\data\model\scene.max if all done correct you will see scene with 3 realtime viewport materials. 5. Now copy form 3DSMAX_LME\viewer\shaders\mesh this files LME_mesh.frag LME_mesh.vert mesh.frag to your's shaders/mesh folder and copy form 3DSMAX_LME\viewer\shaders\lighting this files AmbientLight.frag DirectionalLight.frag (it is needed because ambient calculation(neeg for GI map) now written in mesh.frag shaders, not in AmbientLight.frag as by default) 6. Now you can use LME materials in Leadwerks Thanks to Omid for idea, video tutorial and beta testing. Many thanks to Arbuz for exporter. Click here to download this file
  7. It have normal map power now In current state it will have two material layers separated by vertex color. Each material have diffuse+bump+spec/gloss strength+reflection(cubemap) streng+fresnel. Main material layer is black vertex color, second layer blended above when vertex colors become brihter (r color component). But I think to add 3 and 4 layers someday, not now. And it have vertex color mask, for more realistic blend betwen layers. Now I created 3ds MAX HLSL shader (for viewport DirectXshader material), and working with exporter (it will be connected to Arbuz exporter). MAX users will can see same picture in viewport and in Leadwerks render. And grass animation too! And UV-shift texture animation (for waterfall animation for example)! It is amazing thing, but longer to develop. Material editor will be same interface as material in 3DS MAX, and will be use same techniques and same Leadwerks GLSL shaders to export. Now this material editor becomes "second thing to do" for me. First thing is viewport shader. But I will finish this editor too. Sorry guys, I do my main work, and don't have much time to finish it fast, but soon you will see all of my promises.
  8. Thanks to Omid Saadat, it's realy cool idea to build something easy material editor. in ALPHA version you can't export shaders and materials (this will be raedy soon), but you can "play" with it, tune editors material lib. It's first release, sonn I will update it to export materials for 2.24 version (my current), and another, if you asked me. Download
  9. How to export robot animation (by parts) from 3DS MAX?
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