Is Ofusion Shaderfx bridge seamless?

Eddieq

18-04-2009 09:53:06

I'm an Artist, not programmer.
I need to create shaders and use them in an OpenGL app I'm building with a coder.

After looking around, I think the Shaderfx / OfusionPro solution seems right for me.
However I just need to varify a few things before purchase as it is very costly.

1. How accurate or seamless is the Shaderfx bridge? Which nodes in shaderfx are not supported in Ofusion Pro?
I've heard that standard material is the safest. Does it mean that I can create anything with Shaderfx and expect to see the same in the Ofusion viewport?
Or do I have to switch the shaders around so that I can get a combination that works correctly?

2. My app is currently wired to OpenGL. Can Ofusion export to GLSL? I don't see this option discussed anywhere.
I've heard that Cg has problems with ATI cards, so I'm not going with that.

3. From the Ofusion website, it mentions that Ofusion exports to .Program and .shader.
How do I use this in the Ogre app? I was expecting something like .glsl .cg files.

I'm using Shaderfx free edition, 3Dmax 8 and Ogre 1.6.2 "Shoggoth".

Thanks

Lioric

18-04-2009 18:04:47

Most of the nodes are currently supported

The nodes not supported are the screen effects (the effects that applies to the complete screen and not only to the objects) as the needed support is not implemented in Ogre (we are currently working on this to provide this support), and nodes that create texture functions as this is mostly .FX support that is not portable as-is (and thus not supported in Ogre)

Producing GLSL is not supported now with the shaderFX 2.x support but it is in the shaderFX 3 support that is ready and will be relased any day now

The files .shader are the actual hlsl shader code files (and glsl in the next version)
The .program are the shader definition files that are needed for the shaders to be registered in the Ogre resource system and contains the default parameter values

Evak

18-04-2009 18:11:51

I'm really looking forward to shadferFX 3 support. Hope it really is a few days from now. For us artists getting shaders to work in GL without having to nag a coder kicking and screaming to convert them is a huge Plus :).

Eddieq

19-04-2009 02:42:22



Producing GLSL is not supported now with the shaderFX 2.x support but it is in the shaderFX 3 support that is ready and will be relased any day now



That is great news.
GLSL is what I really need now as I have a bunch of shaders created in Shaderfx ( free edition ) waiting to be converted for OpenGL.

Pls send me the purchase link when it is released. ( In the next few days ) :)

Evak

19-04-2009 19:02:56

I hope it does come out in the next few days. when I asked in January the reply was:

We are working with the Lumonix guys since the shaderFX 3.0 Release Candidate to provide support for the new version, it will be completed this week (with support for some new features)

And that was almost exactly 3 months ago :(

Eddieq

20-04-2009 03:27:14

That is bad news.

I need to convert the shaders within a week!

Can Lioric provide a definite date so that I can make an executive decision to
either pipe my app to use HLSL, or seek other solutions?

Eddieq

27-04-2009 04:04:12

It's been almost a week now and my project that required GLSL is hanging there waiting for your release news.

If you plan to release it anytime now, I hope to have a definite date.
Otherwise, my plan B will be to go with your current Ofusion Pro release and use Cg with ShaderFx 3 first, just to move my project forward.
When the GLSL version is released, I'll then convert my shaders to the intended GLSL.

What do you think? Will the upgrade be free for me?

**I've sent the above msg to Lioric and received no reply.

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Evak

24-05-2009 16:47:49

I've never had to pay for a ofusion upgrade, I bought it about 2 years ago now and it's always been free. Ofusion doesn't export to CG currently only HLSL and no way to do GL shaders without shader knowledge.

One thing to bear in mind, I converted the planet shaders you wanted for you already. And shaderFX only really seems to work properly in shader model 3 and all lights in a single pass. Otherwise you still need someone to tweak the source and material scripts.

The ShaderFX support is in need of an update if it's going to be simple set it up, export and forget it. In the last couple of versions with the latest shaderFX changed I'm not finding it as robust as it used to be.