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Toon/Comic 3ds max realtime shader build with shaderFX
READ THIS (v0.6) !!- you need a max version that supports realtime viewport shadows (enable hard shadows, softshadows won't work)
- in 3ds max > 2012: disable NITROUS display drivers and change back to direct3D! In 2013 display is bugged by Autodesk
READ THIS (v0.58) !!- in 3ds max 2012: disable NITROUS display drivers and change back to direct3D!
- this shader needs a graphics card that can handle shader model 3.0
- if your model is just black/bright, check if your lights are close enough(or too close) or/and the light attenuation scaling value might be too low/high.
- check out the ramp and litsphere example files, if you don't know how they should look like.
- you can choose between a 1-light and 3-light setup with the techniques-rollout at the bottom of the shader material rollout
- you can choose a ZBrush material setting with the techniques-rollout (ZB) - now you just need the litsphere material slot
This shader was build with ShaderFX from
Lumonix. Thx for the great app!
unedited screenshot from max2010, 3 lights. The background is a plane + shader + blurred cubemap
example for the LitSphere support
different shader settings and ramp textures
influence of the ramp texture on the shader
shader material rollout
| DiffuseMap: the colour map. DiffuseColour: only used when diffuse map is disabled. DiffuseToAmbient: set influence of diffuse texture on ambient light. Disable_Shading: enable/disable full bright shading. UseVertexColours: enable/disable vertex colours. UseRampedShading: does only work when shading is enabled. RampTexture: the ramp texture (see examples). RampContrast: contrast of the ramped shading. Ramp_Range: modify the stretching of the ramp texture. NormalMap: tangent space normal map. Invert_Red: invert the normal map red channel. Invert_Green: invert the normal map green channel. NM_depth: increase the contrast of the blue channel. Spec Map: specularity map. Spec_Overlay: add specular (addition). SpecBoost: add linear specular booster (addition). SpecLevel: influence of the specular map (multiply). GlossMap: glossiness map. GlossBoost: add linear gloss booster (addition). GlossLevel: influence of the gloss texture (multiply). LitSphere: similar to zbrush/mudbox material textures. LitSphere_Strength: set influence of this texture on the shader. Rim_Range: how broad is the rim light edge. Rim_contrast: how soft is the rim light edge. disable offs vector: disable rimlight offset. rimL_offs: here you can offset the rim light light source. DisableNMforRimL: Rim light calculation from surface normals. RimColour: the colour of the rimlight. CubeMapStrength: choose the strength of the cube map. CubeMap: cube map in 3dsmax format (more info below). CubeMapMask: mask out the influence of the cube map. use sss: enable fake sub surface scattering. sss mask: define affected regions. sss range: set how broad sss region should be. sss contrast: set sharpness of sss border. sss color: set hue and brightness of sss region. OpacityMap: alpha map, handles transparency. Opacity: onlyusedwhen opacity map is disabled. Self_illuminationMap: similar to self illumination within standard material. useLightAttenuation: enable/disable light attenuation. AttenuationX: change attenuation behavior (better keep default values). Attenuation Scale: change the attenuation falloff range. Light_Boost: change brightness.
TECHNIQUE: choose between one light/pass and 3 lights/passes and Zbrush material display. |
Cube Mapsthe cube map format is the one shiped with 3ds max
shaderFX uses this specific format
you can find them under
./max8/maps
this specific map seems to be missing in max2008 and above but there are others like sunol_cubemap.dds
and you can create as many cubemaps as you want
1. create a cross-cubemap like these or simply download one of them
here(note.. they have to be in the format 3:4 not likethe 4:3 format you see there..but in the zip-files is everything you need: single images and the 3:4 format too)
then get atiīs cubemapgen from
hereopen the program
tick the "skybox" checkbox
In the green section on the right set "Select Cube Face" to +Y (the up direction).
then press the "load cubemap cross"-button
you should see now the working cubemap on the object and the skybox
now simply press "save cubemap (*.dds)
and that cubemap works fine with the shader
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