Maya LT ShaderFX

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Old 08 August 2013   #1
Maya LT ShaderFX

Hi all,

I started posting some examples of Maya LT on other forums, I will duplicate some here for cgtalk users:

Matcap shaders:



Animated shaders:




Anisotropic and latlong reflections:




ShaderFX is very customizable.
Most nodes are what I call "Group Nodes". Similar to e.g. compound nodes in XSI. For example you can go inside the Surface shader itself and poke around:



Blurring reflection maps based on procedural checker pattern:



Blending normal maps with various options to blend:



Animated Surface Mask (Opacity Mask):



An example of DirectX 11 tessellation and displacement:

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-Kees
 
Old 08 August 2013   #2
Sorry if this is a stupid question, but is this only available in LT or is it also available in the full maya version?
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Old 08 August 2013   #3
Can we connect attributes from a character rig into shader FX, so we can set up wrinkle maps and view them in realtime?
have a look: http://freesdk.crydev.net/display/S...ng+Wrinkle+Maps
 
Old 08 August 2013   #4
Does Shader FX work interactively with the Paint textures and Paint Vertexcolors tool? In this case we could finally paint layers of a terrain shader inside Maya (like in the UDK)
 
Old 08 August 2013   #5
Mixing with vertex colors:

__________________
-Kees
 
Old 08 August 2013   #6
Wrinkle Map (sorry don't have a great face model/rig laying around):

The attribute on the locator drives the value in the shader.
In ShaderFX "Values nodes" (such as floats, colors, textures) have an option called "Input from Maya". When you enable this option, the value is exposed as a regular Maya Attribute in the dependency graph and can be connected to your rig.

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-Kees

Last edited by kees : 08 August 2013 at 01:28 PM.
 
Old 08 August 2013   #7
Great, Thank s a lot!
 
Old 08 August 2013   #8
Translucency (Thickness map controls the density, in this case, a vein map)

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-Kees
 
Old 08 August 2013   #9
Here is an example of using the "Custom Code" node provided in ShaderFX to create a snow-layer effect.

We measure the angle between the vertex normal and the world UP (or "snow direction" if you wish) and blend in the white color on top of the rock texture.

We have a second custom code node that modifies the vertex position to give the snow some thickness.

__________________
-Kees
 
Old 08 August 2013   #10
Is this going to be in Extension 2 Kees?
 
Old 08 August 2013   #11
Originally Posted by doffer: Sorry if this is a stupid question, but is this only available in LT or is it also available in the full maya version?


http://www.autodesk.com/products/maya-lt/compare

Appears not.

Excuse me saying so, AD, but that is pure bullshit.
 
Old 08 August 2013   #12
I agree, pure bullshit. I own Maya and I'm certainly not going to buy LT. This must just be a really stupid corporate oversight. If not... lame, VERY lame.
 
Old 08 August 2013   #13
Awesome. Kees you are genius. Can you upload these shaders.
 
Old 08 August 2013   #14
My thoughts on this strange marketing ploy are summed up very well in this NSFW clip.

x
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Old 08 August 2013   #15
I'm sure it will, eventually - more a question of whether it's artificially held back to boost sales of Maya LT or not.

Frank Delise commented that it is designed to be product agnostic.

Originally ShaderFX started out as a Max plugin (which is no longer available for sale), so Max users aren't that happy either - but that's the norm.
 
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