Material shader
by Michael Taylor · in Torque 3D Beginner · 04/28/2012 (2:38 pm) · 6 replies
Can anyone direct me to an example of a simple shader/custom material that just renders a texture on a mesh, and works in T3D?
Anyone at all, GG associates?
Any help would be greatly appreciated!
Thanks
Anyone at all, GG associates?
Any help would be greatly appreciated!
Thanks
About the author
#2
That's a very nice tutorial, I've gone thru that one before. So I just tried it again just as it's written and got the same results.
Gideon's head has the right textures but it also acts like it's using a cubemap for reflection. Panning the cam scrolls a black image of the environment across his head. It also generates errors -can't load the Norm and Spec maps.
Any ideas what might be wrong?
04/28/2012 (10:31 pm)
Alfio,That's a very nice tutorial, I've gone thru that one before. So I just tried it again just as it's written and got the same results.
Gideon's head has the right textures but it also acts like it's using a cubemap for reflection. Panning the cam scrolls a black image of the environment across his head. It also generates errors -can't load the Norm and Spec maps.
Any ideas what might be wrong?
#3
Check on the console if the shader generate errors
Check if the forwardlit is enabled for the custommaterial
04/29/2012 (4:32 am)
Check the alpha value for the output in the pixel shaderCheck on the console if the shader generate errors
Check if the forwardlit is enabled for the custommaterial
#4
Thanks
04/29/2012 (10:53 am)
As I said above, it generates errors- cannot load the Normal and Specular maps. Forwardlit is enabled in the CustomMaterial but I don't know how to check the alpha value. Please explain how to do it.Thanks
#5
For the alpha u must set to 1 the .a value of the float4 output:
04/29/2012 (4:25 pm)
For the textures issue, set the entire path of the file. For example:sampler["DiffSampler"] = "art/shapes/others/suit_05";
For the alpha u must set to 1 the .a value of the float4 output:
// MERGE ALL ON THE FINAL RESULT float4 OutColor = 0; .... OutColor.a = 1.0f; return hdrEncode(OutColor);
#6
Changed from
head_d_NRM
head_d_SPEC
to
head_n
head_s
Thanks Alfio
04/30/2012 (1:31 am)
Got it. I thought the NRM and SPEC suffixes on the filenames were required.Changed from
head_d_NRM
head_d_SPEC
to
head_n
head_s
Thanks Alfio
Torque Owner Alfio Saitta
Collateral Studios