PDX
18-03-2008 16:36:19
(I also made this post over at the Lumonix forums:
http://lumonixsoftware.com/yabb/YaBB.pl ... 815569/0#0
Sort of a double post, but I'm absolutely stumped, and need to find some answers quick. With the oFusion / ShaderFX crossover, we've got the potential for an insanely powerful pipeline, but I'm not sure where to go for support. I've found the latest oFusion install affects ShaderFX slightly, and I'd assume the reverse is true. In the off chance that oFusion has something to do with this problem, I'm posting here.)
Hello,
I've been using ShaderFX more these days, now that I've got the version of oFusion Pro that supports ShaderFX. (And btw, I can't say this enough: this crossover functionality is FANTASTIC. It's really bringing both oFusion and ShaderFX alive for me.)
I'm having a problem with ShaderFX that's cropped up as I've tried to make shaders for some terrain meshes. I started off making one shader for one terrain mesh. The shader is moderately complex, with diffuse and normal, and lerp + alpha for placement of terrain textures. Also, there's a lightmap layered over the entire terrain. This shader works fine, and I use it as a base for creating a second shader, for a second mesh. I just save the first shader under a different name, then swap in new textures for it, then apply this second shader to the second mesh.
That's when the trouble starts: The second mesh receives the second shader OK, but then the first mesh turns black! So I reload the first shader, apply it to the first mesh again. The first mesh receives the shader OK, but then the second mesh turns black (!). This can go on indefinitely: reload shader, reapply to mesh, other mesh turns black.
At one point I speculated that, because my copied shader has identically named nodes as the original shader, it might be causing a conflict that causes the shader to go black. So I created a new shader from scratch, and that seemed to help... for a while. Then very recently, creating the second shader from scratch didn't even help: even with two shaders build from the ground up, I still get the other shader turning black.
Any thoughts?
http://lumonixsoftware.com/yabb/YaBB.pl ... 815569/0#0
Sort of a double post, but I'm absolutely stumped, and need to find some answers quick. With the oFusion / ShaderFX crossover, we've got the potential for an insanely powerful pipeline, but I'm not sure where to go for support. I've found the latest oFusion install affects ShaderFX slightly, and I'd assume the reverse is true. In the off chance that oFusion has something to do with this problem, I'm posting here.)
Hello,
I've been using ShaderFX more these days, now that I've got the version of oFusion Pro that supports ShaderFX. (And btw, I can't say this enough: this crossover functionality is FANTASTIC. It's really bringing both oFusion and ShaderFX alive for me.)
I'm having a problem with ShaderFX that's cropped up as I've tried to make shaders for some terrain meshes. I started off making one shader for one terrain mesh. The shader is moderately complex, with diffuse and normal, and lerp + alpha for placement of terrain textures. Also, there's a lightmap layered over the entire terrain. This shader works fine, and I use it as a base for creating a second shader, for a second mesh. I just save the first shader under a different name, then swap in new textures for it, then apply this second shader to the second mesh.
That's when the trouble starts: The second mesh receives the second shader OK, but then the first mesh turns black! So I reload the first shader, apply it to the first mesh again. The first mesh receives the shader OK, but then the second mesh turns black (!). This can go on indefinitely: reload shader, reapply to mesh, other mesh turns black.
At one point I speculated that, because my copied shader has identically named nodes as the original shader, it might be causing a conflict that causes the shader to go black. So I created a new shader from scratch, and that seemed to help... for a while. Then very recently, creating the second shader from scratch didn't even help: even with two shaders build from the ground up, I still get the other shader turning black.
Any thoughts?