Multimaterial: Difference between revisions

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=== Motivation, goal ===
===Motivation, goal===
   
   
MultiMaterial is shader that allows composition of textures used in material from multiple layers of common textures via defined mask.
MultiMaterial is shader that allows composition of textures used in material from multiple layers of common textures via defined mask.
Line 9: Line 8:
Name of this new shader (vertex as well as pixel) is "Multi".  
Name of this new shader (vertex as well as pixel) is "Multi".  


[[Image:multi.jpg|Multishader]]
[[File:multi.jpg|Multishader]]


===Definition of individual stages in material===
=== Definition of individual stages in material ===


Material uses more than 8 stages (14) and must use alternative write for TexGen definition - with "class TexGenX".
Material uses more than 8 stages (14) and must use alternative write for TexGen definition - with "class TexGenX".
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Only first 3 SMDI maps may have own TexGen, fourth using TexGen identical with CO4. MC and AS maps using TexGen identical with mask.
Only first 3 SMDI maps may have own TexGen, fourth using TexGen identical with CO4. MC and AS maps using TexGen identical with mask.


====0-3 CO map====
==== 0-3 CO map ====


Usual CO maps - noteworthy is that it's using also stage 0. On the contrary in model it's awaited that no texture is assigned.
Usual CO maps - noteworthy is that it is using also stage 0. On the contrary in model it is awaited that no texture is assigned.
While model has also link to texture then it will multiple with stage 0 similarly to macro-map.
While model has also link to texture then it will multiple with stage 0 similarly to macro-map.


====4 MASK map====
==== 4 MASK map ====


Mask determining in RGB components mixing of separate layers.
Mask determining in RGB components mixing of separate layers.


====5-8 DTSMDI map====
==== 5-8 DTSMDI map ====


Map similar to SMDI map which keeps detail map inside R channel.
Map similar to SMDI map which keeps detail map inside R channel.


====9 MC map====
==== 9 MC map ====


Usual macro map - uses same texture coordinates as mask. Calculations with macro map in this shader is different than usual (so LERP with basic map).
Usual macro map - uses same texture coordinates as mask. Calculations with macro map in this shader is different than usual (so LERP with basic map).
With macro map we aim to influence only median/average color in the given place - thus original layers aren't overlapped.
With macro map we aim to influence only median/average color in the given place - thus original layers are not overlapped.
This technique was taken from mixing with satellite map which is done on terrain.
This technique was taken from mixing with satellite map which is done on terrain.


====10 AS map====
==== 10 AS map ====


Usual ambient map - uses same texture coordinates as mask.
Usual ambient map - uses same texture coordinates as mask.


====11-14 NO map====
==== 11-14 NO map ====


Usual NO maps.
Usual NO maps.


===Example===
=== Example ===


See [[Mondkalb's MultiMaterial Tutorial]] for a detailed walkthrough on how to implement the MultiMaterial.
<syntaxhighlight lang="cpp">
ambient[]={1,1,1,1.000000};
ambient[]={1,1,1,1.000000};
diffuse[]={1,1,1,1.000000};
diffuse[]={1,1,1,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={1.000000,1.0000,1.00000,1.000000};
specular[]={1.000000,1.0000,1.00000,1.000000};
specularPower=100.000000;
specularPower=100.000000;
PixelShaderID="Multi";
PixelShaderID="Multi";
VertexShaderID="Multi";
VertexShaderID="Multi";
 
class TexGen0
class TexGen0
{
{
uvSource="tex";
uvSource="tex";
};
};
class TexGen1
class TexGen1
{
{
uvSource="tex";
uvSource="tex";
};
};
class TexGen2
class TexGen2
{
{
uvSource="tex";
uvSource="tex";
};
};
class TexGen3
class TexGen3
{
{
uvSource="tex";
uvSource="tex";
};
};
class TexGen4
class TexGen4
{
{
uvSource="tex";
uvSource="tex";
};
};
class TexGen5
class TexGen5
{
{
uvSource="tex";
uvSource="tex";
};
};
class TexGen6
class TexGen6
{
{
uvSource="tex";
uvSource="tex";
};
};
class TexGen7
class TexGen7
{
{
uvSource="tex";
uvSource="tex";
};
};
 
class Stage0
class Stage0
{
{
texture="ca\MultiTest\kostky_CO.paa";
texture="ca\MultiTest\kostky_CO.paa";
texGen=0;
texGen=0;
};
};
class Stage1
class Stage1
{
{
texture="ca\MultiTest\oblaka_CO.paa";
texture="ca\MultiTest\oblaka_CO.paa";
texGen=1;
texGen=1;
};
};
class Stage2
class Stage2
{
{
texture="#(rgba,8,8,3)color(0,0,0,1)";
texture="#(rgba,8,8,3)color(0,0,0,1)";
texGen=2;
texGen=2;
};
};
class Stage3
class Stage3
{
{
texture="#(rgba,8,8,3)color(0,0,0,1)";
texture="#(rgba,8,8,3)color(0,0,0,1)";
texGen=3;
texGen=3;
};
};
class Stage4
class Stage4
{
{
texture="ca\MultiTest\maska_MASK.paa";
texture="ca\MultiTest\maska_MASK.paa";
texGen=4;
texGen=4;
};
};
class Stage5
class Stage5
{
{
texture="ca\MultiTest\kostky_DTSMDI.paa";
texture="ca\MultiTest\kostky_DTSMDI.paa";
texGen=5;
texGen=5;
};
};
class Stage6
class Stage6
{
{
texture="ca\MultiTest\oblaka_DTSMDI.paa";
texture="ca\MultiTest\oblaka_DTSMDI.paa";
texGen=6;
texGen=6;
};
};
class Stage7
class Stage7
{
{
texture="ca\MultiTest\kostky_DTSMDI.paa";
texture="ca\MultiTest\kostky_DTSMDI.paa";
texGen=7;
texGen=7;
};
};
class Stage8
class Stage8
{
{
texture="#(rgba,8,8,3)color(0.5,0,1,1)";
texture="#(rgba,8,8,3)color(0.5,0,1,1)";
texGen=3;
texGen=3;
};
};
 
class Stage9
class Stage9
{
{
texture="#(rgba,8,8,3)color(1,1,1,0)"; // MC map
texture="#(rgba,8,8,3)color(1,1,1,0)"; // MC map
texGen=4;
texGen=4;
};
};
class Stage10
class Stage10
{
{
texture="#(rgba,8,8,3)color(0,1,1,1)"; // AS map
texture="#(rgba,8,8,3)color(0,1,1,1)"; // AS map
texGen=4;
texGen=4;
};
};
class Stage11
class Stage11
{
{
texture="ca\MultiTest\kostky_NO.paa";
texture="ca\MultiTest\kostky_NO.paa";
texGen=0;
texGen=0;
};
};
class Stage12
class Stage12
{
{
texture="ca\MultiTest\oblaka_NO.paa";
texture="ca\MultiTest\oblaka_NO.paa";
texGen=1;
texGen=1;
};
};
class Stage13
class Stage13
{
{
texture="#(rgba,8,8,3)color(0.5,0.5,1,1)";
texture="#(rgba,8,8,3)color(0.5,0.5,1,1)";
texGen=2;
texGen=2;
};
};
class Stage14
class Stage14
{
{
texture="#(rgba,8,8,3)color(0.5,0.5,1,1)";
texture="#(rgba,8,8,3)color(0.5,0.5,1,1)";
texGen=3;
texGen=3;
};
};
</syntaxhighlight>
 
=== Alternate layout ===
 
<syntaxhighlight lang="cpp">
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 50;
PixelShaderID = "Multi";
VertexShaderID = "Multi";
// BLACK
class TexGen0 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
class TexGen5 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
class Stage0 {texture="#(argb,8,8,3)color(0,0,0,1,co)"; texGen="0";};
class Stage5 {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="5";};
class Stage11 {texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; texGen="0";};
// RED
class TexGen1 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
class TexGen6 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
class Stage1 {texture="#(argb,8,8,3)color(1,0,0,1,co)"; texGen="1";};
class Stage6 {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="6";};
class Stage12 {texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; texGen="1";};
// GREEN
class TexGen2 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
class TexGen7 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
class Stage2 {texture="#(argb,8,8,3)color(0,1,0,1,co)"; texGen="2";};
class Stage7 {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="7";};
class Stage13 {texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; texGen="2";};
// BLUE
class TexGen3 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
class Stage3 {texture="#(argb,8,8,3)color(0,0,1,1,co)"; texGen="3";};
class Stage8 {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="3";};
class Stage14 {texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; texGen="3";};
// MASK, MC, AS/ADS
class TexGen4 {uvSource="tex1"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
class Stage4 {texture="#(argb,8,8,3)color(1,0,0,1,Mask)"; texGen="4";};
class Stage9 {texture="#(argb,8,8,3)color(0,0,0,0,MC)"; texGen="4";};
class Stage10 {texture="#(argb,8,8,3)color(1,1,1,1,ADS)"; texGen="4";};
</syntaxhighlight>


== Multimaterial for Autodesk 3DS MAX ==
== Multimaterial for Autodesk 3DS MAX ==


=== Shader settings ===
=== Shader settings ===
* see above^
  // Get the mask content
  half3 mask = tex2D(sampler4, input.tMSK_DT0.xy);
  // Get the masked CO map
  half3 mCO = tex2D(sampler0, co0.xy).rgb;
  mCO = lerp(mCO, tex2D(sampler1, co1.xy).rgb, mask.r);
  mCO = lerp(mCO, tex2D(sampler2, co2.xy).rgb, mask.g);
  mCO = lerp(mCO, tex2D(sampler3, co3.xy).rgb, mask.b);
  // Get the masked avg CO map
  half3 mCOavg = tex2Dlod(sampler0, co0).rgb;
  mCOavg = lerp(mCOavg, tex2Dlod(sampler1, co1).rgb, mask.r);
  mCOavg = lerp(mCOavg, tex2Dlod(sampler2, co2).rgb, mask.g);
  mCOavg = lerp(mCOavg, tex2Dlod(sampler3, co3).rgb, mask.b);
  // Sample the macro map
  half4 macro = tex2D(sampler9, input.tMSK_DT0.xy);
  // Modify the base color by macro map (the same turn is used in Terrain shader)
  half3 adjust = (macro.rgb/mCOavg);
  adjust = min(2,max(adjust,0));
  mCO = lerp(mCO, mCO * adjust, macro.a) ;
  // Calculate the color
  fout.color.rgb = mCO * mSMDI.r * 2.0;
  fout.color.a = 1;


* along this setting You can create other shaders for another programs
See above ^
<syntaxhighlight lang="cpp">
// Get the mask content
half3 mask = tex2D(sampler4, input.tMSK_DT0.xy);
// Get the masked CO map
half3 mCO = tex2D(sampler0, co0.xy).rgb;
mCO = lerp(mCO, tex2D(sampler1, co1.xy).rgb, mask.r);
mCO = lerp(mCO, tex2D(sampler2, co2.xy).rgb, mask.g);
mCO = lerp(mCO, tex2D(sampler3, co3.xy).rgb, mask.b);
// Get the masked avg CO map
half3 mCOavg = tex2Dlod(sampler0, co0).rgb;
mCOavg = lerp(mCOavg, tex2Dlod(sampler1, co1).rgb, mask.r);
mCOavg = lerp(mCOavg, tex2Dlod(sampler2, co2).rgb, mask.g);
mCOavg = lerp(mCOavg, tex2Dlod(sampler3, co3).rgb, mask.b);
// Sample the macro map
half4 macro = tex2D(sampler9, input.tMSK_DT0.xy);
// Modify the base color by macro map (the same turn is used in Terrain shader)
half3 adjust = (macro.rgb/mCOavg);
adjust = min(2,max(adjust,0));
mCO = lerp(mCO, mCO * adjust, macro.a) ;
// Calculate the color
fout.color.rgb = mCO * mSMDI.r * 2.0;
fout.color.a = 1;
</syntaxhighlight>
along this setting You can create other shaders for another programs


=== Progress ===
=== Progress ===
Line 206: Line 251:
* You may find script on address
* You may find script on address
** someURL://VM_MultiShader.mcr
** someURL://VM_MultiShader.mcr
* it's MacroSkript
* it is MacroSkript
** load into 3DMAX\UI\MacroScripts\
** load into 3DMAX\UI\MacroScripts\
** run MAX
** run MAX
Line 213: Line 258:
* with help of "Render To Texture" -> render resulting Diffuse channel
* with help of "Render To Texture" -> render resulting Diffuse channel


[[Image:Multishader 001.jpg|thumb|200px|SCRIPT CONTROL PANEL PREVIEW|left]]
[[File:Multishader 001.jpg|thumb|200px|SCRIPT CONTROL PANEL PREVIEW|left]]
* Each texture is named '''TYPE_CHANNEL'''
* Each texture is named '''TYPE_CHANNEL'''
* non-filled or incorrectly-filled texturs aren't created (default settings will be used)
* non-filled or incorrectly-filled texturs are not created (default settings will be used)
** then there is no problem with entering procedural textures
** then there is no problem with entering procedural textures




[[Image:Multishader 002.jpg|thumb|200px|Material settings preview through script|left]]
[[File:Multishader 002.jpg|thumb|200px|Material settings preview through script|left]]
* in slot Diffuse is saved entire color -> baked material
* in slot Diffuse is saved entire color -> baked material
* in slot Ambient is saved DTSMDI information for entire material (Ambient because it wasn't possible otherway)
* in slot Ambient is saved DTSMDI information for entire material (Ambient because it was not possible otherway)
* in slot Bump is NOHQ information for entire material
* in slot Bump is NOHQ information for entire material
* all slots ready for bake
* all slots ready for bake
Line 236: Line 281:




==External links==
== External links ==
* [http://en.wikipedia.org/wiki/Lerp_(computing) LERP] , wikipedia
* {{Link|https://en.wikipedia.org/wiki/Lerp_(computing)|LERP}} , wikipedia


[[Category:ArmA 2: Editing]]
{{GameCategory|arma2|Editing}}

Latest revision as of 23:11, 20 November 2023

Motivation, goal

MultiMaterial is shader that allows composition of textures used in material from multiple layers of common textures via defined mask. Primary purpose is reducing number of sections, thus on surface which mixes multiple materials is needed only one material to combine them all - rendering pass in just one call. Advantage of using MultiMaterial is similar like with landscape (technology is similar) - saves textures, higher detail, prevents repeating. There is no Fresnel for specularity so it is not that valuable for glossy surfaces. Name of this new shader (vertex as well as pixel) is "Multi".

Multishader

Definition of individual stages in material

Material uses more than 8 stages (14) and must use alternative write for TexGen definition - with "class TexGenX". Details are visible in example. All CO maps may have own TexGen. Mask may have own text gen naturally too. Only first 3 SMDI maps may have own TexGen, fourth using TexGen identical with CO4. MC and AS maps using TexGen identical with mask.

0-3 CO map

Usual CO maps - noteworthy is that it is using also stage 0. On the contrary in model it is awaited that no texture is assigned. While model has also link to texture then it will multiple with stage 0 similarly to macro-map.

4 MASK map

Mask determining in RGB components mixing of separate layers.

5-8 DTSMDI map

Map similar to SMDI map which keeps detail map inside R channel.

9 MC map

Usual macro map - uses same texture coordinates as mask. Calculations with macro map in this shader is different than usual (so LERP with basic map). With macro map we aim to influence only median/average color in the given place - thus original layers are not overlapped. This technique was taken from mixing with satellite map which is done on terrain.

10 AS map

Usual ambient map - uses same texture coordinates as mask.

11-14 NO map

Usual NO maps.

Example

See Mondkalb's MultiMaterial Tutorial for a detailed walkthrough on how to implement the MultiMaterial.

ambient[]={1,1,1,1.000000};
diffuse[]={1,1,1,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={1.000000,1.0000,1.00000,1.000000};
specularPower=100.000000;
PixelShaderID="Multi";
VertexShaderID="Multi";

class TexGen0
{
	uvSource="tex";
};
class TexGen1
{
	uvSource="tex";
};
class TexGen2
{
	uvSource="tex";
};
class TexGen3
{
	uvSource="tex";
};
class TexGen4
{
	uvSource="tex";
};
class TexGen5
{
	uvSource="tex";
};
class TexGen6
{
	uvSource="tex";
};
class TexGen7
{
	uvSource="tex";
};

class Stage0
{
	texture="ca\MultiTest\kostky_CO.paa";
	texGen=0;
};
class Stage1
{
	texture="ca\MultiTest\oblaka_CO.paa";
	texGen=1;
};
class Stage2
{
	texture="#(rgba,8,8,3)color(0,0,0,1)";
	texGen=2;
};
class Stage3
{
	texture="#(rgba,8,8,3)color(0,0,0,1)";
	texGen=3;
};
class Stage4
{
	texture="ca\MultiTest\maska_MASK.paa";
	texGen=4;
};
class Stage5
{
	texture="ca\MultiTest\kostky_DTSMDI.paa";
	texGen=5;
};
class Stage6
{
	texture="ca\MultiTest\oblaka_DTSMDI.paa";
	texGen=6;
};
class Stage7
{
	texture="ca\MultiTest\kostky_DTSMDI.paa";
	texGen=7;
};
class Stage8
{
	texture="#(rgba,8,8,3)color(0.5,0,1,1)";
	texGen=3;
};

class Stage9
{
	texture="#(rgba,8,8,3)color(1,1,1,0)"; // MC map
	texGen=4;
};
class Stage10
{
	texture="#(rgba,8,8,3)color(0,1,1,1)"; // AS map
	texGen=4;
};
class Stage11
{
	texture="ca\MultiTest\kostky_NO.paa";
	texGen=0;
};
class Stage12
{
	texture="ca\MultiTest\oblaka_NO.paa";
	texGen=1;
};
class Stage13
{
	texture="#(rgba,8,8,3)color(0.5,0.5,1,1)";
	texGen=2;
};
class Stage14
{
	texture="#(rgba,8,8,3)color(0.5,0.5,1,1)";
	texGen=3;
};

Alternate layout

ambient[]		= {1,1,1,1};
diffuse[]		= {1,1,1,1};
forcedDiffuse[]	= {0,0,0,0};
emmisive[]		= {0,0,0,1};
specular[]		= {1,1,1,1};
specularPower	= 50;
PixelShaderID	= "Multi";
VertexShaderID	= "Multi";
// BLACK
class TexGen0 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
class TexGen5 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
class Stage0	{texture="#(argb,8,8,3)color(0,0,0,1,co)";										texGen="0";};
class Stage5	{texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";								texGen="5";};
class Stage11	{texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";								texGen="0";};
// RED
class TexGen1 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
class TexGen6 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
class Stage1	{texture="#(argb,8,8,3)color(1,0,0,1,co)";										texGen="1";};
class Stage6	{texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";								texGen="6";};
class Stage12	{texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";								texGen="1";};
// GREEN
class TexGen2 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
class TexGen7 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
class Stage2	{texture="#(argb,8,8,3)color(0,1,0,1,co)";										texGen="2";};
class Stage7	{texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";								texGen="7";};
class Stage13	{texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";								texGen="2";};
// BLUE
class TexGen3 	{uvSource="tex";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
class Stage3	{texture="#(argb,8,8,3)color(0,0,1,1,co)";										texGen="3";};
class Stage8	{texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";								texGen="3";};
class Stage14	{texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";								texGen="3";};
// MASK, MC, AS/ADS
class TexGen4 	{uvSource="tex1";	class uvTransform{aside[]={1,0,0};	up[]={0,1,0};	dir[]={0,0,1};	pos[]={0,0,0};};};
class Stage4	{texture="#(argb,8,8,3)color(1,0,0,1,Mask)";									texGen="4";};
class Stage9	{texture="#(argb,8,8,3)color(0,0,0,0,MC)";										texGen="4";};
class Stage10	{texture="#(argb,8,8,3)color(1,1,1,1,ADS)";										texGen="4";};

Multimaterial for Autodesk 3DS MAX

Shader settings

See above ^

// Get the mask content
half3 mask = tex2D(sampler4, input.tMSK_DT0.xy);
// Get the masked CO map
half3 mCO = tex2D(sampler0, co0.xy).rgb;
mCO = lerp(mCO, tex2D(sampler1, co1.xy).rgb, mask.r);
mCO = lerp(mCO, tex2D(sampler2, co2.xy).rgb, mask.g);
mCO = lerp(mCO, tex2D(sampler3, co3.xy).rgb, mask.b);
// Get the masked avg CO map
half3 mCOavg = tex2Dlod(sampler0, co0).rgb;
mCOavg = lerp(mCOavg, tex2Dlod(sampler1, co1).rgb, mask.r);
mCOavg = lerp(mCOavg, tex2Dlod(sampler2, co2).rgb, mask.g);
mCOavg = lerp(mCOavg, tex2Dlod(sampler3, co3).rgb, mask.b);
// Sample the macro map
half4 macro = tex2D(sampler9, input.tMSK_DT0.xy);
// Modify the base color by macro map (the same turn is used in Terrain shader)
half3 adjust = (macro.rgb/mCOavg);
adjust = min(2,max(adjust,0));
mCO = lerp(mCO, mCO * adjust, macro.a) ;
// Calculate the color
fout.color.rgb = mCO * mSMDI.r * 2.0;
fout.color.a = 1;

along this setting You can create other shaders for another programs

Progress

Needed Filters / Plugins

Pre-defined material 3DMAX

  • now is available script which creates material by defined values
  • it can read data from RVMATs
  • works only for MENTALRAY
  • You may find script on address
    • someURL://VM_MultiShader.mcr
  • it is MacroSkript
    • load into 3DMAX\UI\MacroScripts\
    • run MAX
    • v CUSTOMIZE -> CUSTOMIZE USER INTERFACE -> TOOLBARS -> CATEGORY = "VM's" -> "MULTISHADER"
  • with help of "Render To Texture" -> render resulting Diffuse channel
SCRIPT CONTROL PANEL PREVIEW
  • Each texture is named TYPE_CHANNEL
  • non-filled or incorrectly-filled texturs are not created (default settings will be used)
    • then there is no problem with entering procedural textures


Material settings preview through script
  • in slot Diffuse is saved entire color -> baked material
  • in slot Ambient is saved DTSMDI information for entire material (Ambient because it was not possible otherway)
  • in slot Bump is NOHQ information for entire material
  • all slots ready for bake


Step by Step

  • run script
  • fill corresponding cells for textures
    • or load RVMAT (works only for MultiShader materials)
  • click onto Create Multimaterial
  • material will be autocreated inside Material Editor
  • Bake standalone "DIFFUSE"(colormap) ,standalone "NORMAL"(normalmap) and standalone "AMBIENT"(through BLEND)(DTSMDI)


External links