About directx shaderFX support

jwkfreedom

15-08-2008 07:55:39

1.I can not find oFusion mode function in shaderFX->Settings->Customize.

2.Since oFusion supports ShaderFX,How does oFusion export shaders created in ShaderFX?
Does it convert ShaderFX file format(sfx) to OGRE shader format(.material, .cg, .program)or use sfx files in OGRE directly.

-DirectX Shader material Support
Question:
1.Now, the DirectX Shader materials work well in Max Viewport,But do not display correctly in oFusion Viewport.

2.Since oFusion supports DirectX Shader material , How does oFusion export DirectX Shader material?
Does it convert .FX file format to OGRE shader format(.material, .cg, .program) or use .FX files in OGRE directly?

thanks indeed

Evak

15-08-2008 16:29:05

ShaderFX support is in the Pro version only. It's completely WYSIWYG. WHen you create a shader in a regular max viewport and have a Ofusion ogre viewport. the shader is converted to ogre on the fly and shown in realtime in the ofusion viewport.

When you export your scene the Ogre shaders are automaticly written for you.

Its dead easy to use and converting the material texture units are done automaticly with a click of a button, upto 32 texture units are supported eg. you can do quite complex terrain shaders with ease.

Only the shaderFX standard and advanced material types are supported and work really well.

Actually thanks to Ogre the shaders are actually more flexible in ofusion than the original shaderFX materials.

3dsmax doesn't handle unique attenuation on seperate lights, so you only have a global setting in shaderfx, whilst ofusion passes the attenuation data to ogre and displays it correctly in the ofusion viewport.

Ofusion also creates better optimized shaders than shaderfx. Not only tangent data is stored but also binormal data. Plus ogres auto parameters are supported so you don't need custom shaders for your particular scene, they can be reused in any scene and light, position, attenuation etc are taken from directly from your ogre scene.

Hope that makes sense. I can't even make a simple ambient shader in code so I might not have explained how it works very well.

in Ofusion there are no settings for shaderFX, if you have shaderFX installed and are using dagon it just works. If your using eihort theres a small patch.

You just make shaders in shaderfx and if youru ofusion ogre viewport is activated and in D3D mode your materials show automaticly on whichever materials have shaders on.

Not the best screenshot, but one I already had online.



Here's the same scene running in FLOW our easy to use game dev framework.

http://www.youtube.com/watch?v=6hVmhScL1jI




Hope that helps.

Lioric

20-08-2008 02:54:45

That is a great and valuable explanation Evak (and a great video ;) )