3DS Max Shader

Hey Guys Girls, Thought I would give something back to the community. :slight_smile:
This is my first shader so I kinda want thoughts and opinions and what to improve.
I use this shader for a lot of my models and seem to get good results from it, So I thought I would share.

* Allows up to 4 lights in the scene, with Beautiful Quality and shadows.
* Allows you to change your normal map in 3DS max without going back to the program.
* Allows Spec, Normal, Self-Illumination and Diffuse Maps.
* Allows Glossiness.
* Mix 2 Diffuse Maps together with a mixer inside 3ds Max.
* Change your Specularity Level inside Max.

**I havnt let this shader into the wild before, Keep complaining to a minimum **

Personal use only.

374021–12936–$jonshader_213.zip (3.08 KB)

1 Like

So, using this shader instead I can add thebump map and all directly in MAX?

No need to tweak stuff in Unity?

Sounds great.

Yeh you can.

I havn’t implemented “Bump Maps” yet but if your using normal maps you can see them and test them.

There’s also no need to render. Your view port essentially becomes the renderer, you can tweak maps and get the perfect look on the model before implementing the final model into unity.

This also allows you to “Show Off” your models with lighting rigs and your maps.

If theres anything you want me to implement, list them and I will try my best to update it.

Yeah, normal maps. I don’t know why Im so used to BumpMaps.

I would like to know if it could be possible to add support for Vertex painted models. Say, I use 2 textures, and blend them in a model. Similar to when you “paint” the textures in Unity Terrain.

Not sure if you could achieve this, but Its something Ive been looking for a long time.

This is what I mean:

You know… I never thought of this!

Your picture didn’t work for me, But do you mean on the lines of “Painting” textures?

I know I can make it so you can choose were the 2nd texture shows up, Similar to erasing a layer in photoshop. If this is what you mean it can be done.

I will look into it and get back to you, I know I can do it with my Hair&Fur Shader with the strands of hair.

This is what I mean:
http://www.cgshelf.com/vertex_paint.php

Hope you can see it. I wanted to use that for my Maps, becuase im not using Unity Terrain due to it not supporting normal maps, paralax and specular.

Got ya!

I seen it I had I feeling you mean that.

I will look into it and find out for you.

Thanks for the input :smile:

Hah, sounds great. :smile:

I can’t wait.

this is great stuff! good job !! magic feature to polish level art

big up

Thanks a lot for all the feedback :slight_smile:

Currently implementing

  • Cube maps for Skybox reflections.
  • Fresnel Reflections.
  • Glows.
  • Multi-Layer Shader.
  • Vertex Painting.

Fresnel Reflections and Multi-Layer Shader - just can’t wait to see it.-) Nice idea! Have you thought of making a blend material for Unity?

Hi. This sound pretty interesting, to preview in max the stuff before moving to unity.

Just one doubt. When exporting I’ll have to reasign a particular shader in unity and assing bump,normal… maps again manually?

Just to make sure everyone knows what this is,

You assign your materials in max, as max doesnt render direct x shaders.

When this shader is installed it makes the viewport on max essentially a render view. This allows artists to see the finished version of the model before handing it over to devs or programmers toe put into the game. It also saves you the hassle of reimporting everything back into unity as u can see what the fnal version of he model will look like :slight_smile:

Just a little update.

The updated version of the shader should come soon!

:smile: