OMG, this is gold!! Thank you so much for the help. This pretty much explains it to the core.
I appreciate your help Jhon. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, May 29, 2014 9:57 PM, John Voltaire Tensuan <[email protected]> wrote: I have attached an image containing instructions on how to create a new CgFX realtime shader. You can just follow the instructions and copy/paste the contents of the shader code I sent you to the editor window once the shader is created. I’m not 100% sure but if you are using 2012, you might need to refresh the render tree shader list if you have a render tree open after creating the shader. The High Quality Viewport will try to generate realtime shaders that emulate the output of Mental Ray (see attached picture) given that the nodes you are using are supported but this usually comes at the cost of a performance hit to both CPU and GPU due to the resulting complexity of the shader it generates and the high amount of parameters that needs to get evaluated before drawing. Thus using HQV for scenes with a high amount of objects is not recommended. From:David Rivera [mailto:[email protected]] Sent: Friday, May 30, 2014 7:52 AM To: John Voltaire Tensuan; [email protected] Subject: Re: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo? Thank you very much! How do I load the CGFX? I can´t drag - drop over the shader tree. I played around with ultimap_preview it seems to ask for all the nodes needed to show the material on OpenGL: Texture coords, Normals, Color Map, Tangent, Spec Map, Ambient Map. But I´d definetly love to use alpha modded version of that metal. today I checked out the videos for softimage 2014 viewport on "beauty" settings. And i see that ambient occlusion, its cool and such.. but I got a question: Previously when you had a color map texture, and then setup a specular map (obviously being grey and b/w) you could only see the TOP result in the viewport (in this case you could only see on TEXTURE mode the Black/White image), DOES THAT still happen with Viewport 2.0? Thanks for the help John. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Wednesday, May 28, 2014 10:47 PM, John Voltaire Tensuan <[email protected]> wrote: That OGL workflow has been deprecated and has been replaced by direct GLSL/CgFX/HLSL shaders. You can find these shaders under the Realtime category, a similar shader with a similar effect with what the turorial is using is Realtime->CgFX->metal. I’ve also attached a modified version of it that should support alpha blending. You can find more about this here: http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/index.html?url=files/rt_cgfx_hlsl.htm,topicNumber=d30e337896 From:[email protected] [mailto:[email protected]] On Behalf Of David Rivera Sent: Thursday, May 29, 2014 1:05 AM To: Softimage Mailing List Subject: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo? I know...kinda old thread to ask but I have been using Modo for a time now and I´d like to have the same immediate feedback for the material on softimage 2012 viewport. I know it´s kind of retoric, but I´ve setup my material as the digital tutors mention here: Softimage Tutorials > Shading Network Tips and Tricks in Softimage Tutorial > Digital-Tutors But I can´t find some of the inputs (OGL Draw?). I don´t know what shader´s properties to use to generate a real time material. Could someone lend me a hand on this, please? This is what I have on my rendertree: Softimage Tutorials > Shading Network Tips and Tricks in... In this course we will learn various shading network tips and tricks. Each video in this course is a self-contained lesson centering on tips and tricks that c... View on www.digitaltutors.com Preview by Yahoo David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel

