Game Development Community

OMG look at these environmental shaders

by Vashner · in Game Design and Creative Issues · 11/04/2004 (2:44 pm) · 9 replies

www.rebelthink.com/html/products.html

These are 3ds max plug in. Is there any dream of exporting some of this stuff into a TSE game?

#1
11/04/2004 (2:48 pm)
Those are awsome looking!!!
#2
11/04/2004 (2:51 pm)
Fixed the URL sorry.
#3
11/05/2004 (1:13 pm)
@Randy: Unfortunately, real-time shaders and Max/Maya shaders are not the same thing.

The shaders look gorgeous, but you'll notice their render times (top left of image) range from a few seconds to several minutes.... in realtime we need shaders that can render 60 times per second along with everything else in the scene.

Not saying that you can't get awesome effects (even effects similar to these) with realtime graphics hardware, but rebelthink's stuff is designed for pre-rendered special effects.
#4
11/05/2004 (1:14 pm)
Of course, you could use these shaders on a surface and render them out to your texture map... but that really just wouldn't be quite as cool.
#5
05/25/2005 (8:08 am)
Reminds me of dark trees, another shader libaries of such easy working materials:

http://www.darksim.com/

you can download (at least for 3dmax, which i use) a free darktree libary there, called simbiont
greetings
ka
www.ninc.at
#6
08/30/2006 (5:14 pm)
Ditto to Alex, although I think 3DS Max 8 can handle the .fx shaders you find in games, I think the same for XSI...TrueSpace 7 definately does as it relies on it. Those sort of shaders are for rendering really, but you can find a lot of good quality shaders...

If you sign up to thegamecreators.com, wonder over to the Work In Progress section of the forums, theres a stickied thread called 'ultimate shader pack' or something like that, its full of user made shaders, all have them integrated into the DB source files, but its the .fx shaders you want, ;).
#7
02/11/2007 (4:57 pm)
Maya 7+ supports .fx shader through nvidias cg material.
#8
04/11/2008 (5:26 am)
Anyone tried to get procedural textures working in TGE / A? The only thing that stands out to me in a lot of the demo's - notably the Megaterrains is the obvious moire like patterns that form at a distance with the tiled terrain. A mix of procedural and patched bitmap 'splotches' could work out pretty well. Its calculation intensive, but there has to be a nice balance there somewhere:)
#9
05/05/2008 (6:42 am)
Most shaders such as those appear to be Nvidia CG / FX shaders. I had been looking for an hlsl shader program when I came across fx composer, and all of the examples are directx cgfx shaders?

#ifdef _3DSMAX_
int ParamID = 0x0003; // Defined by Autodesk
#endif /* _3DSMAX_ */

I really don't know anything about them except it seems that they will render one way in 3DSMax, another if you're using XSI, but you can also use them to render in any engine that supports the .fx shaders It seems.

Simular links to that style of shader.

http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html

http://www.bencloward.com/resources_shaders.shtml

Chris