charcoal
07-12-2007 00:18:49
So, version 2 of shader FX is out and with it comes support for exporting shaders through oFusion.
Thing is we need to get a "oFusion-ShaderFX bridge", from oFusion, to make it work.
I'm guessing that it'll need an oFusion pro licence to get it...
anyway, I'm emailing them, see if they;re going to give it to us plebs
Dont think the SHaderFX to Ofusion bridge has been released yet. Been getting sporadic info about its progress the last 6 months or so.
charcoal
07-12-2007 21:39:25
Got an email about it last night:
Yes, the shaderFX support is implemented in Pro version only.
Probably this support will be added to the CE version later next year, but no defined timeframe on this can be provided
Damn
Don't think its released yet, I have the pro version and was probably the first to request support for ofusion. The latest pro update/hotfix dated Dec 2nd doesn't mention shaderFX support.
Think Lioric is planning on it being in the next big Ofusion release. Got the impression that that won't be out till the next ogre release comes out in the not too distant future.
Vectrex
08-12-2007 07:38:05
I don't get it. What has converting shaderFX files to Ogre format got to do with oFusion? Why can't shaderFX itself export to ogre format?
because ShaderFX exports to .FX files which is a set standard. Ogre doesn't support it and has many of its own custom auto Params that are more flexible than straight FX in shaderFX.
Shader FX does each set of light parameters like color, position, etc in a seperate pass and is inefficient and has no light attenuation support whatsoever. Ofusion used with shaderFX makes use of some of ogres auto parameters to read the data from the shader and the actual OSM scene file handling things like lights much better than ShaderFX itself does.
Without ofusion the best way to get your fx files would be through FX composer 2, if someone wrote an exporter. Rendermonkey is a waste of time since it doesn't let you import shaders and has an odd layout in the IDE making cut and paste of source difficult.
So the Ofusion bridge is about as good as you can get, especialy with Ofusions shader parameter editor, you can edit all your shaders in realtime and see the results in 3dsmax ofusion viewport. You really can't get better than that.
Bartek
10-12-2007 20:30:03
We've been following the shaderfx implementation since April, and are very excited to have it just around the corner. Excellent!
syedhs
11-12-2007 05:57:10
The recently released ShaderFX 2.0 has stated support for Ogre - anyone knows what does that mean?
It says in
here this:
Export to XNA FXComposer Quest Virtools Ogre & More.
p/s: The link above is kinda messy but the content is there. You can go
here and then click features.
They are talking about the shader FX addon for Ofusion Pro. I posted a couple of videos lioric sent me showing off shaderFX support in in the shaderFX forums, The Shader FX authors loved it they asked to have Liorics contact info. I guess they came up with some kind of affiliate/deal thingy.
http://lumonixsoftware.com/shaderfx_ogre.html
marshmonkey2
13-12-2007 07:19:28
so I saw the video and though FINALLY! a way for me to author shaders and get them into ogre without any messing with shader code! So I dug up an old copy of max just to install this plugin and I installed the free version of ofusion . . . I don't see anywhere in the settings for shaderfx to enable ofusion, what do I have to do to enable ofusion exporting? Is this even available yet? If I buy ofusion pro will is this enabled with the current release?
the shader fx support is a feature coming soon. Not avaliable yet.