Topic profile page for Shader.
This page has aggregated data from forum posts, threads, listings, online discussions, newsgroups, messageboards, and other online sources which contain user generated content for the term: Shader.
Topic "Shader" was discussed 0 times on 0 sites in last 3 months
Started 1 day, 6 hours ago (2009-12-23 07:21:00)
by realmqt
I currently have a Radeon 9250 installed but apparently that does not support Pixel Shader 2.0. Where can I find a PCI video card that supports Pixel Shader 2.0 and DirectX 9 ? Please provide name and shop (if known). Thanks
Started 2 days, 5 hours ago (2009-12-22 08:40:00)
by phoronix
Phoronix: AMD Publishes Evergreen Shader Documents Yesterday some R500+ PowerPlay code was started on (but not yet usable), and now at the same time we have more exciting AMD news to report. AMD has just released their shader instruction set documentation for the R800 "Evergreen" graphics processors!This PDF document is available from AMD's developer area and is entitled "Evergreen Family ...
Started 5 days, 17 hours ago (2009-12-18 20:50:00)
by AnimationFanBoy
Hi guys, im learning mental ray and noticed that maya's default blinn shader with a psd file/jpeg, doesnt register when rendering with mental ray. is this normal? if so, what mental ray shaders would you recommend for a metal or blinn shader? thank you in advance.
Started 6 days, 4 hours ago (2009-12-18 09:17:00)
by sim0n
Is it possible using huddraw or similar to draw a shader on an individual players screen - or for my usage a specific teams screen. im looking to do something like Code: if player.team = axis draw zombie icon else draw hunter icon Could that work, or am i going to have to do something crazy...
Started 1 week ago (2009-12-17 07:11:00)
by WarKirby
Making a unit which has alpha parts, that I want to be glossy and/or glowy 1. Is TCiv4SkinningGlossNoTeamColor a valid shader name? I'm getting infinite stalling when I try to view the unit ingame. And if not, what should I be using? 2. Is a gloss map actually required when using a gloss shader. On one part, I want glow only, not gloss. Do I need to throw in a flat black gloss map for ...
Started 1 week, 1 day ago (2009-12-15 22:42:00)
by ngox
I am currently running an integrated intel graphics card, an intel 945GM. I reformatted my laptop yesterday, and now for some reason the laptop no longer supports Shader Model 2.0. I was wondering if there is any available update for this integrated graphics card that would re-enable support for shader model 2.0. Thanks. OS: Windows XP Professional CPU: Intel Pentium Dual Core T2130 ...
Started 1 week, 1 day ago (2009-12-15 14:50:00)
by Jim Crafton
I took the metal shader and wanted to add one thing to it- a single texture map that I would composite on top of the color of the metal shader. So I added the uvcoord, and texture nodes, got them wired together and then got to combing them with the final metal shader color. Multiplying them isn't the right approach, as can be seen below, as it's way too dark: The texture has an alpha ...
Started 1 week, 1 day ago (2009-12-15 14:57:00)
by JohnDes
Hi, I am looking to practice writing some realtime shaders and wondered if anyone knew of some good shader sandboxes that allows you to write, develop and test for realtime applications in a single program. Thanks.
Started 1 week, 1 day ago (2009-12-15 14:42:00)
by ARTillery
Hello, I recently installed the p_hairtk shader from puppet, I thought i'd like to give it a try since it has more control. thing is, when i use mr prim as a rendering method in the hair and fur options , the hair comes out too bright almost white, that's a big problem since i use MR and mr prim is my primary rendering choice. needless to say that my other objects appear alright ...
Started 5 days, 8 hours ago (2009-12-19 05:18:00)
by cyrfer
Hi, In my resource config file, I have made a resource _group_ which contains a folder full of shaders and a .program script to declare them. In the Ogre.log, I see no evidence that the .program script was parsed. Also, in my resource config file, I have another resource _group_, which contains a folder with a .material script. The .material script uses the shader references declared in the ....
Started 1 week, 1 day ago (2009-12-16 11:42:00)
by nwright
We are looking for a few experienced Lighting, Shading & Materials Specialists. Please note this is not an entry level position. Qualifications : 3-5 years experience working with Maya procedural shader networks and render conservative lighting setups Thorough understanding of Maya procedural shader networks and utility nodes Thorough understanding of painted...
Started 2 days, 9 hours ago (2009-12-22 04:21:00)
by MIG-31
Zombie Driver Update Released Updates to Zombie Driver have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Zombie Driver version 1.0.4 Added game pad support Added two new camera modes - "static" and "free look" Added Pixel Shader 2.0 support (fixed ...
Started 1 week, 1 day ago (2009-12-16 09:30:00)
by hcmstory
Now I using Mental ray Physical sky(sun). As a general rule, I used to extract a shadow pass from the "Use Background" shader with directional light in the past. But strangely, the Use Background shader does not recieve shadow from physical sun's. How do you make a shadow pass when you use a physical sky? My maya version is 2008 Extension2. And I Attached a picture which ...
Currently looking for freelance Maya Mental Ray Lighting Artists with extensive shader experience with availability starting in January. Please email resume, reel and breakdown of work performed to jobs@zoicstudios.com with Mental Ray Lighting/Shading Artist in the subject line.
Started 1 week, 1 day ago (2009-12-16 11:42:00)
by nwright
We are looking for a few experienced Lighting, Shading & Materials Specialists. Please note this is not an entry level position. Qualifications : 3-5 years experience working with Maya procedural shader networks and render conservative lighting setups Thorough understanding of Maya procedural shader networks and utility nodes Thorough understanding of painted...
Started 1 week ago (2009-12-17 00:05:00)
by Peezee
So ehm, as most of you should know from my ranting and depressing comments lately, my HD5850 cannot do any DX11. But I think I have found out why - of course, this isn't certain, but it looks like my card will not do Shader Model 5 for some reason. In the Call of Pripyat benchmark report after having run it, it looks like it's reverted from DX11 to DX9, and from the Ultra to the ...