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VR_user
06-10-2014, 04:16 AM
Hi,

I am trying to accomplish the same result as in the vizard documentation:

Vizard 5 » Content Creation » 3D Models » 3ds Max Workflow » Shader Effect

But if following the description the result differs.

For example, the bump map attached to the bump slot in 3dsmax seems to get mixed into the diffuse color instead of generating the bump effect within vizard. (color turned bluish)

I would like to see the code which was used to generate the result as shown in the documentation.

Kind regards,
Sebastian

performlabrit
06-10-2014, 05:50 AM
Seb, see my post: http://forum.worldviz.com/showthread.php?t=5034

To use the bump mapping etc may require use of a vizfx style lightsource, and not a standard lightsource. Let me know how it goes.

VR_user
06-11-2014, 12:14 AM
Thanks for the hint. I can accomplish some effects.

Im still looking for the code from the documentation.

mape2k
05-27-2015, 08:37 AM
Hello,

I have the same problem. The bump map just gets mixed with the diffuse color. Could you please post a more detailed description on how you achieved the results shown in the documentation?

Best,
Johannes

Jeff
05-27-2015, 08:49 AM
Make sure you use the vizfx (http://docs.worldviz.com/vizard/#Effect_Basics.htm) library to load the model.

If the model was exported correctly, you'll also be able to see the effects by opening it in Inspector. Make sure 'effects' is enabled.

mape2k
05-28-2015, 01:30 AM
Hello Jeff,

thanks for the quick reply. This fixed the issue. It would be nice if this information could be implemented into the documentation, particularly on the page where you demonstrate all the possible shade effects. I was assuming that something was wrong in my 3ds Max workflow.

mape2k
05-28-2015, 01:45 AM
I have a follow up question:

When I enable Effects in the Inspector, the Lightning Map created via Texture baking is not displayed anymore. Is there any way to enable Effects (and have e.g. a Bump map shade effect) as well as light baking via Lightning Maps?

Jeff
05-28-2015, 03:38 PM
Thanks for the suggestion, the documentation has been updated for the next Vizard release to clarify this.

If you're using the shader workflow, the light map (http://docs.worldviz.com/vizard/Shaders_3DS_Max.htm#Ambient) should be placed in the Ambient color slot rather than the Self-Illumination slot.

mape2k
05-29-2015, 05:42 AM
That worked :-) Thanks again for the quick and helpful reply.