RenderMonkey or FX Composer?
by Jason "fireVein" Culwell · in Torque Game Engine Advanced · 01/24/2006 (2:11 am) · 16 replies
Hey Guys,
Just wanted to get some feedback on the different tools used to write shaders. I have nVidia FX Composer, and was looking into RenderMonkey. So, basically, which one do you guys think is better; i.e. which has a better workflow and ease of use? Any pros or cons that I should know about? I'll definitely download RenderMonkey to check it out myself, when I get the time(dial-up sucks).
Thanks for any info! Its greatly appreciated.
-Jase
Just wanted to get some feedback on the different tools used to write shaders. I have nVidia FX Composer, and was looking into RenderMonkey. So, basically, which one do you guys think is better; i.e. which has a better workflow and ease of use? Any pros or cons that I should know about? I'll definitely download RenderMonkey to check it out myself, when I get the time(dial-up sucks).
Thanks for any info! Its greatly appreciated.
-Jase
About the author
http://www.microdotproductions.com - I am a self taught programmer that has been hacking away at code for a little over 10 years now. I am a very passionate and persistent programmer, and gamer. I love challenges and problem solving.
#2
01/24/2006 (6:07 am)
I prefer Rendermonkey myself. FX Composer feels like Im programming on the C=64 with a dissassembler. =P
#3
01/27/2006 (12:49 am)
We need someone to write an exporter for one of those for TSE.
#4
01/27/2006 (2:20 am)
RenderMonkey ge my vote too. It uses one code for Vertex and one code for Pixel shaders. So it's really easy to translate effects builded with it to TSE.
#5
01/27/2006 (3:47 am)
There is a Rendermonkey ---> TSE resource around here somewhere.
#6
02/23/2006 (5:40 am)
Rendermonkey fan here too
#8
Rendermonkey is more focused to independent Pixel/Vertex shader creation. You can create FX files but its not its strength. The architecture of TGEA is more akin to Rendermonkey so this may be your selection in order to write shaders for Torque.
That said... I really prefer FXComposer.
Luck!
Guimo
04/27/2007 (3:10 pm)
NVidia FXComposer is a tool for creation of DirectX FX files. In case you havent use them, an FX file is a simple but powerful structure that can be used to describe a material with fallbacks to any shader version. So you can create gold.fx, crystal.fx etc and render your object using that effect. Rendermonkey is more focused to independent Pixel/Vertex shader creation. You can create FX files but its not its strength. The architecture of TGEA is more akin to Rendermonkey so this may be your selection in order to write shaders for Torque.
That said... I really prefer FXComposer.
Luck!
Guimo
#9
The question is RenderMonkey vs Shaderworks.
They both have TGEA HLSL 'style', the shader port is easy.
12/06/2007 (1:34 pm)
The question is not RenderMonkey vs FX composer.The question is RenderMonkey vs Shaderworks.
They both have TGEA HLSL 'style', the shader port is easy.
#10
12/06/2007 (3:31 pm)
Did Shaderworks get HLSL support? because GLSL is pointless as TGEA is DX based as is its material and shader system.
#11
12/07/2007 (5:04 am)
According to a tutorial I found it should have HLSL support. I wonder where to get that old (free) version though. Any ideas?
#12
Shaderworks is freeware, but the its developper is now working in Activision, his site does not have the download link.
12/08/2007 (9:50 am)
Give me email where to send it.Shaderworks is freeware, but the its developper is now working in Activision, his site does not have the download link.
#14
12/08/2007 (11:50 am)
Done.
#15
12/08/2007 (11:52 am)
I know :) Thanks, I owe you something.
Torque Owner Westy