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FX Composer 2 - Public Beta Released
FX Composer 2 - Public Beta Released
| Name: | Neo Binedell | ![]() |
|---|---|---|
| Date Posted: | Jun 17, 2007 | |
| Rating: | 2.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Neo Binedell |
Blog post
Quote:
FX Composer 2 is a powerful integrated development environment for shader authoring. With support for DirectX and OpenGL, HLSL, COLLADA FX, and CgFX, as well as .fbx, .x, .3ds, .obj, and .dae formats, FX Composer provides true cross-platform functionality.

Recent Blog Posts
| List: | 03/05/08 - Iso-phagus 11/12/07 - Theora Video Seek, Loop And Callback Support 06/17/07 - FX Composer 2 - Public Beta Released 04/27/07 - TGB Isometric Add-On Pack - Part 6: nxAnimator! 02/20/07 - TGB Isometric Add-On Pack - Part 5 11/23/06 - TGB Isometric Add-On Pack - Part 4 08/16/06 - TGB Isometric Add-On Pack - Part 3 06/14/06 - TGB Isometric Add-On Pack - Part 2 - Cont. |
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Submit your own resources!| Neo Binedell (Jun 17, 2007 at 22:14 GMT) |
| Phil Carlisle (Jun 17, 2007 at 22:23 GMT) |
Wonder if it supports plugins.. will go read.
| Phil Carlisle (Jun 17, 2007 at 22:27 GMT) |
Nice one.. I was waiting for them to release this. Might well have to do some R&D on this sucker, see if it integrates well into a shaderific pipeline.
| Neo Binedell (Jun 17, 2007 at 23:24 GMT) |
Can't wait to play with this more...
| Eric Forhan (Jun 18, 2007 at 02:57 GMT) |
| Neo Binedell (Jun 18, 2007 at 03:17 GMT) |
| James Brad Barnette (Jun 18, 2007 at 17:03 GMT) |
I downloaded this and I found the Mental Mill Tool very cool. super user friendly. It is just like making shaders in maya.
Although I have yet to get a shder from either one of these apps into the game and working.
| Nikhil Sharma (Jun 18, 2007 at 18:10 GMT) |
Unlimited possibilities or limited?
| James Brad Barnette (Jun 18, 2007 at 18:45 GMT) |
| Russell Fincher (Jun 18, 2007 at 20:40 GMT) |
| Neo Binedell (Jun 18, 2007 at 20:55 GMT) |
Yeah same here, and knee deep in work so don't have time to sort out. Wonder if having the latest DXSDK has got something to do with it.
| James Brad Barnette (Jun 18, 2007 at 22:11 GMT) |
and yeah TGEA works on the JUNE SDK
| Dave Calabrese (Jun 19, 2007 at 01:07 GMT) |
| James Brad Barnette (Jun 19, 2007 at 01:16 GMT) |
| Dave Calabrese (Jun 19, 2007 at 02:04 GMT) |
Anyone know if there are plans to make TGEA compatible with .FX files? It would be very, very nice if we could just use one of the countless .FX editors and use the exported files directly in TGEA without needing to recode them.
| James Brad Barnette (Jun 19, 2007 at 03:30 GMT) |
| Dave Calabrese (Jun 19, 2007 at 04:19 GMT) |
We should have all gotten together and done this a year ago - but let's do it now. I know I could desperately use something that just makes TGEA shaders in my art pipeline. I'm not a bad programmer, however my skills end at scripting. Are there any knowledged programmers out there who understand both Shaders and the TGEA required modifications to help write a plugin for something like FX Composer? You would be doing the community a bigger boon than you may realize. Please, let's all get together and make this a reality!
Anyone who think they can help, email me at dave.calabrese@21-6.com. While I may not be able to directly program this, I certainly can help to manage the project to see that it gets completed. I imagine we will need both programmers, and artists who can stress-test the plugin to see that it works for all exported shaders.
| James Brad Barnette (Jun 19, 2007 at 16:54 GMT) |
only the FBX wrapper is written in C++
and the is very complete documentation on the API.
Hopefully Mental Mill will have this in the future but for now it sure seems like building and export for FX composer should be extremly doable.
| James Brad Barnette (Jun 20, 2007 at 04:03 GMT) |
I was wondering though, what is the best route here? Originally When I said something I was thinking it would end up being stand alone app that would just convert the formats. But then I started thinking if it would be possible to instead make a plug-in that would allow FX composer to use TGEA rendering logic. Maybe a small TGEA in a window, or something like that.
But then I started thinking further I would think that a more logical approach would be what was done in show tool pro, But with shader creation. Make an app with the engine that is a little more functionally wise like Mental Mill with nodes and what not so as to keep it user friendly for artist to deal with. Would be more like nodal compositing. Then have a text editor window built in where you could change the code by hand if you wanted to.
I defiantly think the later would be the best route.
I think all in all the gui could be the hard part.
Edited on Jun 20, 2007 04:04 GMT
| Dave Calabrese (Jun 20, 2007 at 04:35 GMT) |
| James Brad Barnette (Jun 20, 2007 at 14:23 GMT) |
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2.0 out of 5


