Högni and Amy's game project

Thought in deed

Ogre3D and ShaderFX… Living in (almost) perfect harmony

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There is some progress on the exporter for Ogre in ShaderFX. I’ve almost finished the StandardMat support. There are still some niggles, like light projection not rotating with the object, but I think I can figure that out.

Planet in Max with SFX Panel

Planet in Max with SFX Panel

This is the material as displayed in Max in mode CGFX. The normal is scaled and UV Rotated with time input and the diffuse texture is plugged into the ambient socket with a modulator as well as the diffuse socket.

Planet in OgreMax Viewport

Planet in OgreMax Viewport

This is the same object in the OgreMax viewport in max. Looks pretty neat. I also tested it in the OgreMax viewer to test the UV rotation and it works like a charm with the time input. Below are the shader settings in the OgreMax material editor panes.

Diffuse shader settings

Diffuse shader settings

Ambient shader settings

Ambient shader settings

I’m quite happy with it so far. I’m hoping to do the Glow material next, not because it’s next in order of general importance, but because I need it 🙂

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Written by Högni Gylfason

26.09.09 at 13:21

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