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Does Extensions DirectX in Viewport support multi-pass shaders?

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10-24-2012
07:55 PM
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Background:
Considering using Playblast with Viewport + DirectX as production output (as a quick-turnaround low-cost option, in a scenario where much of the development is automated, so minimal cost in people time). Comparing to GPU-based renderers (e.g. FurryBall) that support broader range of Maya functionality. Need to understand the limitations of DirectX support in Viewport.
2013.5 Help guide lists limitations. But isn't clear to me yet whether multi-pass rendering is possible in Viewport + DirectX.
Two related questions:
1. If I find an existing DirectX shader (not designed originally for Maya), that involves multiple render passes, will it work in Viewport+DirectX?
2. If I find an existing multi-pass technique aimed at Maya Software Renderer or Mental Ray, will it be adaptable to Viewport+DirectX? (By rewriting in HLSL shader language)
-- Steve
Considering using Playblast with Viewport + DirectX as production output (as a quick-turnaround low-cost option, in a scenario where much of the development is automated, so minimal cost in people time). Comparing to GPU-based renderers (e.g. FurryBall) that support broader range of Maya functionality. Need to understand the limitations of DirectX support in Viewport.
2013.5 Help guide lists limitations. But isn't clear to me yet whether multi-pass rendering is possible in Viewport + DirectX.
Two related questions:
1. If I find an existing DirectX shader (not designed originally for Maya), that involves multiple render passes, will it work in Viewport+DirectX?
2. If I find an existing multi-pass technique aimed at Maya Software Renderer or Mental Ray, will it be adaptable to Viewport+DirectX? (By rewriting in HLSL shader language)
-- Steve