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Bypass 3dsmax shader categorization based on output type ?
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How can I bypass this .. making shaders .. a material or a map based on the type of output ?
Even specifing 'surface' in an .mtd file.. a color is still in the map/surface section.. I'd need also materials that output colors to be in materials/surface and mainly to be able to use them as damn materials ! [edit] Are you crazy.. I cannot even attach a surface color directly to an object ? MapToMaterial my ass ! 🙂 And don't even try to tell me .. you should just use closures.. I would if you'd only provide a full API for that !