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- Normal Maps
- Inverting Y-axis in Maya's High Quality Rendering
- 2 pass shadow example in Max9 (simple shadow)
- Shadows in Max 2009
- Max AO in enclosed space
- Bit packing
- CubeMap samplers in Max 2009
- ue3 normal smoothing
- XSI's ICE Tool
- Good *books* on shaders?
- UVW Xform Map
- Looking for a very Sr. Rendering / Graphics Engineer
- Profiling strategies
- Cinematic motion blur and it's cost,
- Learning RTT : Render to texture
- How to develop a LUT for my specific needs?
- Ue3 Shader( to mimic sf4)
- Making Rendermonkey .fx export SAS (Microsoft) compliant
- Weapon Effects - wip
- mental mill shader not displaying correctly xsi
- height -> normal pixel shading
- 3DS Max, DirectX Material, and depth maps
- Lets get visual - recent r&d...
- Increasing Bounding Box Size in Max
- HSL and DDS
- Maya: Baking just texture color to vertex color
- Basic question on Maya shading networks
- CUDA rendering solutions Maya?
- Specular through surface shader bug
- texture driven uv rotation
- Generate "normal noise"
- Mental Mill UV Sets and Max
- Fix MAX world normals in .fx shader?
- Mixing tangent space normal maps
- Catching zeroed tangents/binormals
- My first HLSL shader - messed up UVs
- HLSL - Animated texture shader
- Saving 1D Textures
- 3dsmax: baking into vertex alpha channel?
- Texture processing on the GPU
- Painting a "flow" normalmap?
- Unreal Editor 3 Contour Shader
- Moss / Snow / Dust shader - deferred
- 3dsmax 2010 ssao in .fx
- Particle and Shader Effects on Collisions (UE3)
- Spectral Diffraction
- HLSL CGFX shader editors?
- Blur an image in UnrealEd (UE3) via expressions,
- Tutorial: Deposit shader in MentalMill
- Is dds image file format a lot faster for cgfx shaders?
- Subsurface Scattering From GLSL to Unreal Material
- xbox 360 - particles fade to red-ish
- UE3 - UV-Based Material Manip. (It Continues)
- Linger in Shadows, Fur Shader?
- MPolygons/ Second calculation?
- Tutorial: UI element shaders in ShaderFX
- Reflecting a cubemap vs reflecting a 2d image vs specular hightlights,
- why does this .fx shader not work with a newer vid card?
- "SemiToon": Shader Portfolio Piece, could use a critique.
- Does anyone have a Skin Data Set I can use?
- Alpha vs polygons?
- maya nParticle instance rotation baking (I promise not the same old boring stuff)
- 2d placement nodes in HLSL shaders
- Maya 2009 Baking with Mental Ray
- Maya 2009: Light emitting mesh?
- Realflow to image sequence for ingame use
- Unity Shader-problem: Alpha + Lightmap
- Using Photoshop to Extract HS from V
- Anyone know how i can get my hands on the ue 3.5 toolkit?
- A DX9 shader problem in 3dsMax
- White outline on HLSL in Maya
- Reloading FX shaders in 3dsmax?
- Particle system for TankWars prototype
- Why we calculate hallf Vaector for blinn shading
- Max 2010, DirectX FX Shaders, and Include Paths
- "Advanced" Shader Fiddling?
- Thickness map for absorption?
- Using PSD's in FX shaders
- colorSet to Texture input?
- Open Shading Language (OSL)
- Check if alpha channel exists?
- [UDK] Post-process Outline
- Do you know this pattern?
- ShaderFX and Unity 3D?
- Semantics, e.g. the " : Diffuse"-thingie, why?
- Procedural fracturing
- [UE3] Realistic Real-Time Skin Shader
- Blending bump maps in Maya
- I'm not quite sure it's ok to post it here...
- A fullboar "Image Based Specular" Term (with HDR pipeline tech)
- Shader based blend shape, stuck :(
- Problems with CubeMaps using HLSL Shaders....
- Batch Rendering & Optimization
- Tangent Space Confusion
- Shader based blendshape V2.0 finished (major overhaul)
- Thermal Vission Shader
- How Normal Map Baking Works
- Converting Realtime data to character motion
- Writing Custom Shaders...Where to start?
- Maya Icons
- cman2k's eyeShader
- Cg 1.5 shader and color correction
- [Unreal3] Bluring reflections in Chrome material?
- The flashback-light
- fbmodel in mobu and openGL
- [Maya] Light Culling?
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