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Xoliul's Avatar
Old (#551)
Hey Ben,

that should still be there I think. it's the checkbox "opaque reflections" in the reflection tab. It toggles whether opacity affects reflections and i think specular. It's basically a switch for masking or glass like behavior.

I'm not too sure where it is Maya ( it should have it though ) since I have honestly not touched that version in years... It shouldn't be a lot of work to put that in though; if you're not afraid you could probably use a Diff program like Sourceforge DiffMerge to transplant the relevant code bits to the Maya version. Might do it myself some point in the future, but Maya is always going to be the ugly stepchild for me when it comes to shaders unfortunately.

Last edited by Xoliul; 03-11-2013 at 07:40 AM..
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shaderfx's Avatar
Old (#552)
Quote:
Originally Posted by Xoliul View Post
but Maya is always going to be the ugly stepchild when it comes to shaders unfortunately.
Why do you have to hurt me like that, Laurens?

-Kees
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Xoliul's Avatar
Old (#553)
Haha Kees, don't take it wrong! I mean that to me, for this shader. I can't really dedicate the time and resources to 2 versions for very different programs, especially when having to consider backwards compatibility It's hard enough to keep up with what is happening to Max alone...
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Slayvin's Avatar
Old (#554)
Hey guys, I've been working on a CGFX version of the Xoliul's shader, for Maya.
Thanks to Xoliul for allowing me to do it! And also thanks to Amadreaus for testing the shader and giving his feedback

I made this version because I wanted to be able to use it with viewport 2.0 (and hardware renderer), which was not possible with the original hlsl version (or is it because I have a ATI card?).
Anyway, the shader is slightly different than the original one, basically because of some ATI cards compatibility issues.
But all the main features are still there!

For download and features (Xoliul's style) go to http://www.slayvin.net/tools-xoliul_shader
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Alphavader's Avatar
Old (#555)
Quote:
Originally Posted by Slayvin View Post
Hey guys, I've been working on a CGFX version of the Xoliul's shader, for Maya.
Thanks to Xoliul for allowing me to do it! And also thanks to Amadreaus for testing the shader and giving his feedback

I made this version because I wanted to be able to use it with viewport 2.0 (and hardware renderer), which was not possible with the original hlsl version (or is it because I have a ATI card?).
Anyway, the shader is slightly different than the original one, basically because of some ATI cards compatibility issues.
But all the main features are still there!

For download and features (Xoliul's style) go to http://www.slayvin.net/tools-xoliul_shader

Oh man i love you - finally one for maya - ill give it a try
and post a feedback soon
thanks again ;)
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Xoliul's Avatar
Old (#556)
Haha wow, you went pretty far with this, good time to post it as well!
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Nysuatro's Avatar
Old (#557)
Very nice work Slayvin
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Slayvin's Avatar
Old (#558)
Thanks! I'm glad to help

Quote:
Originally Posted by Xoliul View Post
Haha wow, you went pretty far with this, good time to post it as well!
Yeah! I really wanted to go as far as possible with this, besides it's a good ad for my portfolio ;)
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mediochrea's Avatar
Old (#559)
Huge thanks to both Xoliul and Slayvin, you are gods on earth! The cgfx version works nicely in Maya 2013. There's a tiny annoyance though, and I'm not completely sure it's the shader's fault: when I have the shader on, and there's no AO map applied, it will constantly spam the script editor output with
Quote:
// Warning: cgfxShader cgfxShader1 : failed to load texture "AOMapSampler". //
until I assign a file to it. Mildly annoying. But then again, it might be just me being stupid again. Thanks again for the shader guys, it really helps!
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Joopson's Avatar
Old (#560)
Quote:
Originally Posted by mediochrea View Post
The cgfx version works nicely in Maya 2013.
Weird, doesn't work at all for me in Maya 2013. I load the cgFX plugin, and then try to load in the "Xoliulshader_1.5_Maya.fx" file, and get this nonsense:

//EDIT:
"The error code was here until the error of my ways was pointed out to me""


Is there something else I need to do, or do the files need to be in a certain directory?

Last edited by Joopson; 04-13-2013 at 03:18 AM..
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Xoliul's Avatar
Old (#561)
My 1.5 version is not CGFX but HLSL. You want Slayvin's version instead, i think you're getting a bit confused here by the two versions...
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Joopson's Avatar
Old (#562)
Oooh, dang, yes, that could be the problem. (It's working now.)

I had no idea there was a CGFX version, or an HLSL one; I just saw .FX and assumed it was Cgfx.

Loaded it in as HLSL, and voila!
Thanks so much. Glad to finally have this working.

Last edited by Joopson; 04-13-2013 at 03:20 AM..
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stickadtroja's Avatar
Old (#563)
maybe this have been adressed somewhere in this thread, but i searched trough it and couldnt find an answer...
i have a problem with the alpha opacity.
trying to create some snow flowing in the air, and the snowflakes look like they should but the soft fog between them appears way to hard and jagged.


heres my alpha channel;

the fog is almost 100% black but in max viewport its so dense...
maybe im missing something but i thought that when using alpha-channel opacity you get a linear curve from 100% opacity at full black to 0% opacity at full white. right now its basically impossible for me to achive any foglike effect since the lowest i can get with my alpha mask, as close to black i can manage, still gives me a dense result.

i hope this make sense. anyone knows how to solve it?

btw i have my max viewport transparncy settings at "none". tried the other but they looks even worse
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Xoliul's Avatar
Old (#564)
Might be gamma correction?
In any case, once you start doing particles and so, I'd recommend an engine like UDK or Unity. My shader isn't really meant for this kind of thing.
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Kbrom12's Avatar
Old (#565)
Hey man giving max 2014 a whirl and am curious if you have any plans of getting the shader to work with it? Just tried to drag the mzp into the viewport and not a thing pop`d up. Thanks
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