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Assign paint layers to "PaintSamplers" for HLSL/GLSL access


3DArtist
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If we could assign specific paint layers to PaintSampler1, PaintSampler2, etc. that can be accessed by the paint room shader, then we can have our color spec, luminance, reflection, or other channels rendered in the viewport.

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I did a shader hack to simulate luminance painting.

Check out the video here :good:

Now that was a cool vid!! :)

Do you think it would be possible to replace the shader used for reference mesh(probably same shader as Paint room anyway)

by the basic textured cube-mapped shader ("Dirty Stone" shader)?

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Do you think it would be possible to replace the shader used for reference mesh(probably same shader as Paint room anyway)

by the basic textured cube-mapped shader ("Dirty Stone" shader)?

At least combine them so that when the ambient light is at 100, it switches over to a picmat\cube-mapped shader, which almost worked. I think what's preventing me from doing that is 3DC won't load a CustomSampler (CustomSampler.dds) from the Paint room (probably only in the voxel room?). I believe if the Paint room could load CustomSamplers, then this would be possible. But only Andrew would really know. :pardon:

I would love the Paint room to be opened up to allow multiple shaders. (voxel + paint + aforementioned "PaintSamplers" shader hybrids) :yahoo:

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  • 3 weeks later...
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I would very much like to have the ability to use CGFX files in the pixel painting part of this program. Mudbox supports this nicely and that feature alone nearly convinced me to buy that program but in the end I went with 3DC. I may still get Mudbox at some point just for that feature though. If 3DC had the ability to use CGFX shaders it would address all the requests about wanting to paint illumination maps, color specular maps, or whatever else people like me would like to use 3DC for but at the moment we have to wing it with no immediate feedback about how our textures are going to affect the real time shaders. I remain hopeful that this feature will eventually come to 3DC. It does seem doable, maybe, but that's just a guess of course. The color channels are already getting fed into a shader of some sort, perhaps we could just get hooked up with the ability to replace the default one with something that is able to pull color data from tagged channels and work with our own shaders. Hopefully someday :)

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