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* Return to [[Polycount|Main Page]]<br> Return to [[Category:Primer]]
 
  
= Category: Shaders =
 
 
[[TableOfContents]]
 
 
== Popular 3ds Max Shaders ==
 
(in no particular order)
 
 
* '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul "MoP" Greveson]. This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?].
 
* [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]'s [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya], '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf BRDF shader for 3ds Max]''' ported to Max by [http://crazybutcher.cottages.polycount.com/ Christoph "CrazyButcher" Kubisch]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.
 
* [http://www.laurenscorijn.com/ Laurens "Xoliul" Corijn]'s '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]'''.  More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''.
 
* [http://www.till.maginot.eu/ Till "Rollin" Maginot]'s '''[http://blog.maginot.eu/index.php?seite=people&people=till&page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]'''. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.
 
* '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing]. Shader features: ''"One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection."''
 
* '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing]. Shader features: ''"Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card."''
 
* '''[http://fabio.policarpo.nom.br/Demos.html Planar Relief Mapping]''' by [http://fabio.policarpo.nom.br Fabio Policarpo]. ''"This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices."''
 
* '''[http://www.bencloward.com/resources_shaders.shtml Shaders]''' by [http://www.bencloward.com Ben Cloward]. He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc.
 
* '''[http://www.jistyles.com/main.php?id=doc&page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles]. ''"The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results."''
 
 
== Popular Maya Shaders ==
 
* '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo "chronic" Covarrubias] has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc.
 
* [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]'s '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' has also been [http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf ported to 3ds Max] by [http://crazybutcher.cottages.polycount.com/ Christoph "CrazyButcher" Kubisch]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.
 
* [http://www.kostas.se Kostas "Kodde" Gialitakis]' '''[http://www.kostas.se/shader/ Maya CG shader]''' also supports a BRDF map. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 "KoddeShader", a Maya CGFX shader]''.
 
 
== Creating Shaders ==
 
 
=== Shader Tutorials ===
 
[http://www.bencloward.com/resources.shtml Ben Cloward's web site] is a great source of information.
 
 
Ben Cloward also created these DVDs for CG Academy:
 
# [https://www.cg-academy.net/es_catalog/product_info.php?products_id=64 HLSL Shader Creation 1: HLSL Fundamentals]
 
# [https://www.cg-academy.net/es_catalog/product_info.php?products_id=65 HLSL Shader Creation 2: Light & Shading Models]
 
 
=== Shader Syntax ===
 
There are two popular text-based ".*fx" formats. Both formats are extremely similar. More info at [http://developer.nvidia.com/object/using_sas.html].
 
* .fx is for DirectX only, and is based on HLSL.
 
* .cgfx is for use with either DirectX or OpenGL, and is based on Cg.
 
 
HLSL programming guide and full reference is included in the DirectX SDK downloadable from Microsoft. Unpack the .exe file and find the help file ../DXSDK/Documentation/DirectX9/windows_graphics.chm
 
 
=== Shader Editors ===
 
To create and edit shaders, most people use a text editor (like [http://notepad-plus.sourceforge.net Notepad ++]) to write them and a 3d program (3ds Max, Maya, etc.) to view them. For those who are new to shaders the following tools provide a graphical user interface for easier creation:
 
 
* [http://www.lumonix.biz/shaderfx.html Shader FX] ''"is a full-featured real-time shader editor for 3ds Max. It allows artists with no previous programming experience to build complex HLSL or CG FX shaders. Free for individuals and companies smaller then 2 employees."''
 
* [http://www.mentalimages.com/products/mental-mill/standard-edition.html mental mill Standard Edition] ''"allows the user to write and edit shader code, and visually debug the shader by interactively inspecting variables while stepping through the code. As well, the user can export shaders for use in DCC and CAD applications through the supported, customizable back-end formats such as CgFX, HLSL, and GLSL."'' The more limited [http://www.mentalimages.com/products/mental-mill/artist-edition.html Artist Edition] is free for personal use, and comes bundled with 3ds Max 2010.
 
* [http://developer.nvidia.com/object/fx_composer_home.html NVIDIA's FX Composer] is a shader authoring toolset.
 
* [http://developer.amd.com/gpu/rendermonkey/ AMD's RenderMonkey] is a shader authoring toolset.
 
 
<br>
 
* Return to [[Polycount|Main Page]]<br> Return to [[Category:Primer]]
 

Latest revision as of 20:15, 27 May 2016

Pages in category "Shaders"

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