Maya LT ShaderFX

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Old 08 August 2013   #16
Originally Posted by egglybagelface: http://www.autodesk.com/products/maya-lt/compare

Appears not.

Excuse me saying so, AD, but that is pure bullshit.


Maybe is like that because it is included in Maya LT now but it's not yet in Maya so they can't put check mark on feature that is actually not yet included.
My wild guess would be that it will be part if Maya 2015...at least i seriously hope so since it looks super interesting thing to play with!
 
Old 08 August 2013   #17
Originally Posted by klaudio: Maybe is like that because it is included in Maya LT now but it's not yet in Maya so they can't put check mark on feature that is actually not yet included.


This sounds like a reasonable explanation.

Nobody at Autodesk expects people to buy LT when they already own Maya.
LT is supposed to be a light version of Maya, not some way to sell you Maya twice, not to worry.

Of course I cannot say when/if this goes into regular Maya since that is not up to me.
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Old 08 August 2013   #18
Thumbs up

Nice !!
How about exporting this shaders to game engines? Is it possible?
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Old 09 September 2013   #19
Originally Posted by Prequel: Nice !!
How about exporting this shaders to game engines? Is it possible?


You can export all of the shaders to a variety of shader formats. Currently it supports:

GLSL, CGFX, and HLSL

You are welcome to take these shaders into a game engine if the game engine supports such a thing. Usually game engines have their own specific "flavor" of shader format and it is not always possible to take shader code from one program and put it in another.

Some times it requires some manual tweaking to make it work and some times it is almost impossible. It depends on the engine.
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Old 09 September 2013   #20
CgFX should be least problematic IMO. I'll give it a try.
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Old 09 September 2013   #21
For those interested, I have uploaded the ShaderFX node graphs for the example shaders in this thread here: http://www.shaderfx.com/

I will try to add a few introduction videos as soon as I have time.
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Old 09 September 2013   #22
Working with groups in ShaderFX:

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Old 09 September 2013   #23
The ShaderFX editor looks very much like the node editor.
I don't know if you can discuss this or not, but is there a reason why they aren't consolidated into one?

It would make sense to me, to have as few "editors" as possible.

But it looks really good!
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Old 09 September 2013   #24
The UI looks and navigates the same on purpose (to make it easy to use both).

The reasons are many:

1. ShaderFX deals with data differently then the Maya DG and the Maya node editor is a wrapper around DG data. (ShaderFX still communicates to the rest of Maya via the DG)

2. ShaderFX needs to run stand-alone (internal requirements) and the Maya node editor UI cannot be used stand-alone.

3. ShaderFX has specific needs for shader authoring, like hardware preview swatches and grouping (compounds) which do not exist in the Maya node editor (at this time).

There may have been more, can't remember

But over time, the Maya node editor may become a better host to "other types of data" in which case we can switch ShaderFX over to using it. Until that time, we will try to keep them both working and looking similar.
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Old 09 September 2013   #25
@Kees Rijnen

Why the heck is there again another UI-Window?
Just make one Node-Editor for everything (that you can open in multiple instances).
It realy makes no sense... NodeEditor, ShaderFX, Hypershade, Grapheditor. Usibility guys.... jesus
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Old 09 September 2013   #26
Originally Posted by kees: The UI looks and navigates the same on purpose (to make it easy to use both).

The reasons are many:

1. ShaderFX deals with data differently then the Maya DG and the Maya node editor is a wrapper around DG data. (ShaderFX still communicates to the rest of Maya via the DG)

2. ShaderFX needs to run stand-alone (internal requirements) and the Maya node editor UI cannot be used stand-alone.

3. ShaderFX has specific needs for shader authoring, like hardware preview swatches and grouping (compounds) which do not exist in the Maya node editor (at this time).

There may have been more, can't remember

But over time, the Maya node editor may become a better host to "other types of data" in which case we can switch ShaderFX over to using it. Until that time, we will try to keep them both working and looking similar.


okay well that answers it... should have readed the last post. Sorry about that!
But still. Companys do crazy stuff like fluid simulate these days. But AD can't
even merge some interface windows. I'm so happy that I started using houdini.. all makes sense now
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Old 09 September 2013   #27
bjoern,

I think we all agree that having a unified node UI would be beneficial.
And it sounds like we are already on the right track to your request of one editor:

Maya's new node editor UI is the transition to one node editor for Maya.
But it cannot do everything (yet) that the different node tools need.

Hypershade and Grapheditor are the old editors.
I think the node editor is aiming to make sure those are no longer needed in the future.
Once users indicate we have everything in the new node editor that the old editor could do I am sure we would be more then happy to remove them

And like I said in my previous post, ShaderFX can transition over to the node editor UI once it is ready. Until that time, it should look and feel so similar that you will have no problem using it if you are using the new node editor.
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Last edited by kees : 09 September 2013 at 05:17 PM.
 
Old 09 September 2013   #28
Renderable in Mental ray?
 
Old 09 September 2013   #29
ShaderFX shader render only in the viewport.
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Old 09 September 2013   #30
Valve's DOTA2 hero recreated in Maya LT using ShaderFX:



You can get the ShaderFX graph at: http://www.shaderfx.com if you are interested.
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