itekimasu
21-05-2009 13:59:47
Hi guys,
I'm wondering why when I assign a simple material from shaderfx, I get this result in my oFusion viewport. It turns out the same if I export the material file as well.
I'm using 3d studio 2009 with the latest version of ofusion and shaderfx.
I found with shaderFX 3 shaders only work correctly in SM3.0 with all lighting in a single pass. single pass materials in shader model 3 seem to work very well. I'm really hoping we get an update for shaderFX 3, was told there would be in a few days about 4 months ago, but nothing yet.
For your shader, you just need to set your material to shader model 3, and all lights in one pass in the ShaderFX material node. That will fix the transparency problem in your screenshot.
Shader model 2 doesn't work, (it might be because each light on a seperate pass isn't working though)
Shader export in the latest ofusion pro for max 2009/2010 seems to be broken. It doesn't write the source filenames in the .material and may have other problems too. It seems to be the same problem as 1.966 returned, that was fixed in hotfix oFusion_pro_hf_370oECMS but seems to have returned in the latest oFusion Pro 1.9.71.
I posted a support ticket about the latest version 3 days ago but haven't gotten a response yet.
UPDATE Don't know if it was a coincidence, but a few seconds after posting here I got a response to the support ticket.
psenough
15-06-2009 11:53:38
am also hoping for better shaderfx support in a nearby future
Since my last post the shaders are being written correctly in the latest ofusion pro update. But I don't think there have been any changes as far as supporting new features since shaderfx 2.06. Shader model 2 still doesn't work only shader model 3 in single pass mode.
Been 4 months since we were told there would be updated support shortly
Nope, no news. It's been almost half a year since ShaderFX support was supposed to be updated. So definately don't hold your breath

. Don't know what to suggest really, these days ogremax is surging way ahead of ofusion in features and compatibility with projects. version 2 does ogre in viewports for 3dsmax, maya and XSI versions. The one area that it falls behind is shader authoring. But the shaderFX support in ofusion has been neglected enough that it's starting to lose its usefullness.