Integrating DirectX Shaders in 3ds Max A Developer's ... - Visionday
Integrating DirectX Shaders in 3ds Max A Developer's ... - Visionday Integrating DirectX Shaders in 3ds Max A Developer's ... - Visionday
Writing a DirectX Manager PluginCreate a basic plugin derived from class ReferenceTargetIDX9DataBridge & IDX9VertexShader Interfaces Provides the hooks into 3ds max No need to use IDX9PixelShader anymore Only needed if 3ds max is drawing the object, which limits theshader you can use. Use IRenderMesh & IRenderMeshCache helper classes Creates and renders a D3D compliant mesh Creates Normals, UVs andTangent Vectors IDX9VertexShader::DrawWireMesh() simply, return true or false Tell 3ds max whether you have drawn the mesh or not. IDX9DataBridge::GetDXVersion() – return 9.0Look at MetalBump and Membrane samples found atMaxsdk\samples\hardwareshadersIntegrating DirectX Shaders in 3ds MaxA Developer's Perspective 18© 2005 Autodesk
Writing a DirectX Hardware MaterialUse all the same interfaces as the DirectX Manager plugin, butsimply derive from class Mtl instead SetMtlFlag(MTL_HW_MAT_ENABLED) IMtlRender_Compatibility_MtlBase Allows you to supply a nice colour icon for material browser! Specifies what Software Renderer is supported.Integrating DirectX Shaders in 3ds MaxA Developer's Perspective 19© 2005 Autodesk
- Page 1 and 2: Integrating DirectXShaders in 3ds M
- Page 3 and 4: Real time Shaders in 3ds max3ds max
- Page 5: Real time Shaders in 3ds max3ds max
- Page 9 and 10: DirectX Standard Material - Details
- Page 11 and 12: Extending the DirectX StandardMater
- Page 13 and 14: Extending the DirectX StandardMater
- Page 15 and 16: Extending the DirectX Effect Suppor
- Page 17: Writing your own DirectX shadersWhe
- Page 21 and 22: 3ds max resourcesSparks Support Pro
Writ<strong>in</strong>g a <strong>DirectX</strong> Manager Plug<strong>in</strong>Create a basic plug<strong>in</strong> derived from class ReferenceTargetIDX9DataBridge & IDX9VertexShader Interfaces Provides the hooks <strong>in</strong>to <strong>3ds</strong> max No need to use IDX9PixelShader anymore Only needed if <strong>3ds</strong> max is draw<strong>in</strong>g the object, which limits theshader you can use. Use IRenderMesh & IRenderMeshCache helper classes Creates and renders a D3D compliant mesh Creates Normals, UVs andTangent Vectors IDX9VertexShader::DrawWireMesh() simply, return true or false Tell <strong>3ds</strong> max whether you have drawn the mesh or not. IDX9DataBridge::GetDXVersion() – return 9.0Look at MetalBump and Membrane samples found at<strong>Max</strong>sdk\samples\hardwareshaders<strong>Integrat<strong>in</strong>g</strong> <strong>DirectX</strong> <strong>Shaders</strong> <strong>in</strong> <strong>3ds</strong> <strong>Max</strong>A <strong>Developer's</strong> Perspective 18© 2005 Autodesk