Author : disting


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kamiliyon's Avatar
Old (#1)
Is there an option to see vertex alpha in max (not the vert colors it shows but it actually alphaing out, like haveing a dirt poly over a grass poly and having it transition) for texturing levels either in the viewport or when rendered.
Any scripts or soemthing out there rather than seeing it in an editor? Much appreciated.

peace
Kamiliyon
Offline , null, 4 Posts, Join Date Oct 2006, Location BC Canada  
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Slum's Avatar
Old (#2)
I'm pretty sure this is impossible natively in Max, but with Ben Cloward's ShaderFX, you can do just this.
Offline , veteran polycounter, 3,638 Posts, Join Date Jul 2005, Location Texas  
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CrazyButcher's Avatar
Old (#3)
http://luxinia.de/index.php/ArtTools/3dsmaxFX

I made a shader for max that allows blending with vertexcolor/alpha
3dsmax scripts and .fx - pixeljetstream - expressing my own opinions
Offline , dedicated polycounter, 1,348 Posts, Join Date Nov 2004, Location Germany Send a message via ICQ to CrazyButcher  
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mikebart's Avatar
Old (#4)
sweet, ive been looking for something like this too [img]/images/graemlins/smile.gif[/img]
cheers
Offline , spline, 175 Posts, Join Date Dec 2006, Location Melbourne Australia  
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kamiliyon's Avatar
Old (#5)
Cool thanks Slum, apparantly its not free but were looking into it.
Thanks CrazyButcher but it only does one texture it seems and i could not get it to do both textures in Max 7 or 9. And the render just shows up grey. Lot closer this time but so far no luck.
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Slum's Avatar
Old (#6)
If this is for your own personal portfolio work, you can use the demo version, as it allows enough nodes to get this working.

But, if you're working in a commercial studio, afaik you can't use the demo legally.
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CrazyButcher's Avatar
Old (#7)
kamiliyon, are you sure you set the texcoord channels and so on correct. It is a very simple operation, and the shader is very short and so on as well, so not to "down" ShaderFX but getting it for something like that is a bit much (then again if company can just buy who cares hehe)

also directx shaders will never work in the scanline renderer, only in viewport
3dsmax scripts and .fx - pixeljetstream - expressing my own opinions
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CrazyButcher's Avatar
Old (#8)
As by request I updated the .fx file, it now contains more code comments, in case anyone wants to do changes himself.

And especially added a second technique. Which blends two materials. Each material consists of 3 textures base,overlay,multiply. All uv mapping channels can be set individually
3dsmax scripts and .fx - pixeljetstream - expressing my own opinions
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Eric Chadwick's Avatar
Old (#9)
CB, you're awesome.
Offline , Polycount.com Editor, 6,765 Posts, Join Date Oct 2004, Location Boston USA  
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Rhinokey's Avatar
Old (#10)
you are definately gettin a donation from me butchers., i havent tested the new one but i gave it to a co worker who says its awesome, i'm going to try it out in about an hour!

thanks again
"to tell you the truth other places were way harsher and ones of maximum rudeness."
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CrazyButcher's Avatar
Old (#11)
you're welcome,
btw in case you need other "photoshop" blendmodes

http://www.pegtop.net/delphi/articles/blendmodes/

found a very good overview on all of them + code formula for each (however use the mathematical formula for reference, not the "code" in those sites)

as regular arithmetics in HLSL like * + - / are component-wise, you can pretty much straight use the formulas as code.

only if there is a "if" you need to do the componentwise "if" as I did in that "overlay" function in the shader
3dsmax scripts and .fx - pixeljetstream - expressing my own opinions
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