Materials

Here you will find a small list of HLSL shaders for 3DS Max as well as their O3D equivalent.
All these shaders are supported in the Custom Scene Loader page (meaning that, if you use the MAX shader and export it using my FBX converter, the shaders will be translated into their O3D equivalent).

NOTE : All O3D shaders use the concept of "shader interfaces" handled by the Effects Manager from the PatAPI. You will need it to make them work in your own page. Otherwise, you'll have to rewrite them and bypass the interfaces and custom code (which is not really difficult anyway)...

Name Description HLSL Shader (for 3DSMAX) O3D Shader

Diffuse Bump

This shader is the simplest of all. It only supports a diffuse and normal map.

HLSL

O3D

Bump Reflect

This shader is also very simple. It only supports a normal map and a cube map for the environment.
It also has a small bump height factor to modulate the power of the normal map.

HLSL

O3D

DNSR

This shader is quite standard. It supports a diffuse map, a normal map, a specular map, a reflection map and a cube map for the environment.
It applies a standard Phong model and has several parameters to control the overall aspect of the different components.
Only 1 UV channel is supported at the time (so no light maps or AO) but I will soon post another shader with AO/lightmaps used in the second UV channel (these kinds are quite dangerous as O3D won't display anything if you don't explicitly provide 2 UV sets for your object !)

HLSL

O3D

(Directional Lighting)

Complex

This shader is fairly complex as it uses many textures : Diffuse, Specular, Specular Level, Gloss, Ambient Occlusion, a small diffuse environment cube map and a full resolution cube map (unused at the time though)
On the other hand, it obviously lets you achieve cool visual results.

HLSL

O3D

(Directional Lighting)

Generic DNSREG

This shader is a generic shader that handles Diffuse+Normal+Specular+Reflection+Emissive+Detail (grain).
The HLSL Version of this shader lets you enable each individual feature while the O3D versions are matched against a specific combination of the features (not all of them yet!) to achieve the same result but using a specific shader.

HLSL (generic for Max)

CGFX (generic for Maya)

DN DNS

DNSG DNSR

DNSRE DNSREG

(Directional Lighting)


NOTE : The 3D model presented in the snapshots comes from http://www.sharecg.com/v/32321/3D-Model/Paragalis_Shader_Demo