It is currently Fri Mar 29, 2024 8:09 am
Jike wrote:I'm no max user...
But in the end run this is a model, right? No source displacement as we know them, correct?
Surfa wrote:For your texture in the viewport problem just create a simple direct x shader that blends between two textures based upon the vertex colour. I think there are already some out there but I am not 100% sure on that.
shawnolson wrote:Surfa wrote:For your texture in the viewport problem just create a simple direct x shader that blends between two textures based upon the vertex colour. I think there are already some out there but I am not 100% sure on that.
Surfa... if you can direct me to one I'd be much obliged. The stock direct x shader FX list appeared promissing at first... but none seem to do what I want. I did some Google searches but nothing seems to be turning up... the most promising results seem to point to the commercial app Shader FX but I really don't feel like spending $250 on a program I think I'd only use once... but then again it may be useful more.
Anyway... if you or anyone else could send me a link to a resource for the Direct X shader to do this already, it would help get this ready for release faster.
Terr wrote:Very cool...
You may want to consider an editing mode that lets you easily move or snap/align the "original" (pre-displacement) planes, in a way which does not really alter the positions occupied by the post-displacement sculpted points.
Surfa wrote:The polycount wiki has some good one including a vertex blending example but it goes over normal mapping and specular etc.. So if you just wanted the diffuse blending you could cut out a lot of the code.
http://www.ldaustinart.com/paul//shaders/MoP_TextureBlender.fx
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LordDz wrote:If this works good, this mod will love you...But please PM me if you have a version working
You may want to consider an editing mode that lets you easily move or snap/align the "original" (pre-displacement) planes, in a way which does not really alter the positions occupied by the post-displacement sculpted points.
SM Sith Lord wrote:This caused a lot of extra work for me while making Survivor in Hammer. I'd have to move some of the "original" brushes around for one reason or another, and as a result I would have to resculpt the shit out of the terrain to get it back to what it looked like before hand.
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