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.
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